












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 50 / 232% |
| Size | big |
| Lifes / Deaths | Killed by Adorada the green ooze at level 21 on the 18th Loss 122nd year of Ascendancy at 07:03 0 / 7Killed by Gliranne the oozing horror at level 26 on the 15th Shortage 122nd year of Ascendancy at 17:34 Killed by Glebreda the vampire at level 32 on the 22nd Steel 123rd year of Ascendancy at 19:10 Killed by Poruldatira the sandworm at level 42 on the 12nd Stralite 123rd year of Ascendancy at 06:00 Killed by Massok the Dragonslayer at level 46 on the 8th Profit 123rd year of Ascendancy at 05:58 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 9th Dearth 123rd year of Ascendancy at 01:12 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 9th Dearth 123rd year of Ascendancy at 05:03 |
Primary Stats
| Strength | 105 (base 61) |
| Dexterity | 43 (base 14) |
| Constitution | 83 (base 20) |
| Magic | 13 (base 13) |
| Willpower | 93 (base 65) |
| Cunning | 137 (base 61) |
Resources
| Life | 1858/1858 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 203/203 |
| Healing Factor | 2.0000389907112 |
| Regeneration | 51.696919457656 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -47.829469781433% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 12 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 74 |
| Crit Chance | 71% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 122 |
| Accuracy | 74 |
| Crit Chance | 71% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +12% |
| Arcane | +15% |
| Cold | +25% |
| All | 0% |
| Lightning | +16% |
| Light | +25% |
| Physical | +19% |
| Mind | +67% |
| Darkness | +42% |
| Fire | +15% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +30% |
| Darkness | +50% |
| Physical | +12% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67.09165320304 (73.020616994918%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 59 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 43%( 72%) |
| Blight | + 46%( 72%) |
| Arcane | + 28%( 72%) |
| Cold | + 58%( 78%) |
| All | + 27%( 72%) |
| Darkness | + 37%( 72%) |
| Physical | + 51%( 78%) |
| Lightning | + 60%( 78%) |
| Mind | + 37%( 72%) |
| Fire | + 47%( 78%) |
| Nature | + 47%( 72%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 100% |
| Poison Resistance | 36% |
| Blind Resistance | 37% |
| Silence Resistance | 33% |
| Bleed Resistance | 26% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 81% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 871 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 222% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Increases defense by 16. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of 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 sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Xerorathra the ghoulking. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Poreserin the vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 859. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots of strife (0 def, 5 armour) 2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +5 Phys.save +15 (+4 eff.) Silence- +33% Confus- +28% Pinning- +25% Stun/Frz- +37% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +27% Confus- +18% ---------- misc Light +8 See.Stealth +12 See.Invis +14 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Nightravage (7 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +6 Dex +17 Cun dps ---------- Dmg.mod +15% mind Acc +8 (+2 eff.) Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce damage dealt by 32% On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+2 eff.) Fatigue +5% Resists +3% darkness Mind.save +15 (+4 eff.) 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 655.2 Physical damage. If the attack hits, the target is confused (37% 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 | Arcbone the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +3 Wil +4 Cun +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 15 mind 16 darkness Dmg.mod +6% lightning +12% blight Res.pen +5% lightning Acc +7 (+2 eff.) Apr +8 On Hit (Melee): * 13% chance to reduce all saves and defense by 40 * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +2 Resists +9% blight Mind.save -12 (-3 eff.) Disarm- +111% ---------- misc Talents +3 Iron Grip Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Khelilen the Phlegmworth [power 422] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +6% arcane +12% nature +6% mind ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +20.00 Heal yourself and all friendly characters within 10 spaces for 422 Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blackwilder the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +3 Cun +10 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +18% light +6% mind Res.pen +25% darkness ----- def ----- Mind.save +14 (+3 eff.) Max.HP +92.00 HP.reg +20.00 Heal.mod +19% Confus- +44% Rings make your fingers look great! |
| On fingers | Tidenail0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +19 Cun +9 Wil dps ---------- Mind.pwr +11 (+3 eff.) Melee+ 17 physical Ranged+ 24 physical Res.pen +15% mind +10% cold On Hit (Melee): * 15% chance to reduce all saves and defense by 40 On Hit (Ranged): * 12% chance to reduce all saves and defense by 40 ----- def ----- Resists +6% cold Max.HP +28.00 Disarm- +35% Pinning- +46% Knockbk- +44% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
| Around neck | steel amulet 'Umbralady' =+2% res cap 20% -dam=0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun dps ---------- Melee+ 6 light 7 darkness Dmg.mod +7% darkness +9% arcane +7% light Res.pen +10% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% On Melee Ret: * 7% chance to blind * 6% chance to reduce damage dealt by 32% ----- def ----- Armour +5 Defense +5 (+1 eff.) Res.Cap +2% all Phys.save +10 (+2 eff.) Amulets make your neck look great! |
| In main hand | Owie (136 - 150 damage, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 22.0 - 24.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 nature On Hit: * chills your foe dealing 40 damage and slowing them by one tenth of a turn On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Mind.crit +5% Mind.pwr +22 (+6 eff.) Melee+ 12 mind 15 darkness Dmg.mod +31% mind +35% darkness Res.pen +15% mind +15% darkness Apr +5 On Hit (Melee): * 10% chance to slow global speed by 69% ----- def ----- Resists +9% nature ---------- misc Max.hate +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Erarek the hardened leather belt 1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +8 Str +3 Dex +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% acid +9% mind On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Defense +10 (+3 eff.) Resists +3% mind +6% acid Phys.save +21 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+3 eff.) Proj.slow +25% Max.HP +30.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Morningvalor (122 - 134 damage, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +8 light On Hit: * 23 arcane resource burn * chills your foe dealing 39 damage and slowing them by one tenth of a turn While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% physical Res.pen +6% physical ----- def ----- Resists +8% physical +2% arcane +12% cold Crit.chn- 15.00% Heal.mod +15% Poison- +10% ---------- misc Hate/kill +4.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 267.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 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. |
| Cloak | Eilinivena the cashmere cloak (17 def, 10 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +17 (+4 eff.) Resists +13% blight +14% nature +30% lightning Crit.chn- 15.00% Max.HP +20.00 HP.reg +4.00 Heal.mod +16% 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 | Radhumakhad the woollen robe (0 def, 26 armour) =dreamer=2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +9% acid +11% physical +9% fire +7% cold Melee Ret 50 physical ----- def ----- Armour +26 Fatigue +1% Resists +11% acid +10% physical +11% darkness +12% fire +10% cold +11% mind +9% all Phys.save +12 (+3 eff.) Spell.save +30 (+8 eff.) Mind.save +22 (+5 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 189% / cooldown 79%)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 189% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 173% / cooldown 97%)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 173% efficiency and cooldown mod of 97%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 65 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 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.3 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Strength 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 of the psychic (heal 246; 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 instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 361; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 361 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 330; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 330 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 337; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 337 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 253; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -901; dur 8; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 8 turns. While Heroism is active, you will only die when reaching -901 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 901 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -590; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 -590 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 590 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 Constitution stat. 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 titan (die at -777; dur 8; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 8 turns. While Heroism is active, you will only die when reaching -777 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 777 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (die at -629; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 -629 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 629 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 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 duelist (speed 589%; 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 589% 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 Dexterity 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 duelist (speed 575%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 575% 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 Dexterity 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 psychic (speed 820%; 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 820% 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 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 of the sneak (speed 836%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 836% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 677%; 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 677% 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 titan (speed 675%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 675% 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 titan (speed 751%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 751% 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. |
regeneration infusion of the titan (heal 571; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 571 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 570; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 444; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 411; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 15% 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. Press to compare to your current inscriptions |
wild infusion (res 16%; magical; dur 3; cd 14)0.1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; mental; dur 2; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 33%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 37%; magical, mental; dur 3; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 46%; mental; dur 2; 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 46% 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 33%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 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. Press to compare to your current inscriptions |
blink rune (range 4; phase 10; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 21; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 320; dur 6; cd 18)0.1 rune scroll [Normal] 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 320 damage for 6 turns. 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 psychic (range 120; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 176; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 176 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
7 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 180.03 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. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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) Requires 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. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +5% darkness ---------- misc Light -1 Infravis +2 See.Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 36. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+1 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 264.35 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. |
7 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 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. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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) Requires 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. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) Requires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: dps ---------- Melee Ret 5 lightning Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 144] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 183% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 32. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 23% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+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. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 64. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 24.54 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) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 121] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -121 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: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] The Power Distributor V2 ensures you have the energy where and when you need it, without any of the side effects like V1 had. Requires talents: - Therapeutics (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: iron power distributor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.10 Mana/turn +0.10 Psi/turn +0.10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 175] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 175 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 329.41 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 226% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 175.33 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 203.36 nature damage over 5 turns. The cannister has 635 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that contains a deadly toxin. Requires talents: - Explosives (4) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude toxic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Toxic 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 toxic shot with your steamgun(s) at a target for 100% weapon damage as blight. The shot will release heavy metals into the target, inflicting 41.16 blight damage per turn and reducing their global speed by 26% for 7 turns. This talent does not use ammo as it is the ammo. Toxin strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 28] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 28 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 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. |
5 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Hellgasher0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +6% fire ---------- misc Equi/ret +0.12 Amulets make your neck look great! |
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... |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
warrior's copper amulet of mastery (0.10 Wild-gift / Rain)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.10 Wild-gift/Rain Amulets make your neck look great! |
warrior's copper amulet of mastery (0.13 Wild-gift / Blizzard)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.13 Wild-gift/Blizzard Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 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. |
Glimmerrage =-25% conf=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +6% light ----- def ----- Resists +15% mind Confus- +25% ---------- misc Light +3 See.Invis +18 Amulets make your neck look great! |
Gudir0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +10 Dex +5 Cun +5 Con dps ---------- Phys.crit +4.0% Crit.mult +20.00% Mov.spd +10% ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming =-12% conf=0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +1 Wil dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +2 ----- def ----- Mind.save +5 (+2 eff.) Confus- +12% ---------- misc Mana/turn +0.16 Max.mana +27.00 Amulets make your neck look great! |
Bokydir the Blindblur =10% -dam=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +7 Mag +3 Con dps ---------- Res.pen +5% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Dairildir the Bleakmaim =20% -dam=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% nature +18% darkness Res.pen +25% darkness +20% fire On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +6% darkness +3% fire Amulets make your neck look great! |
Emelille =-28% stun=0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +13 Lck +2 Cun dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +10% mind +5% temporal Acc +8 (+2 eff.) Melee Ret 2 temporal ----- def ----- Defense +11 (+3 eff.) Resists +17% lightning +21% cold +6% temporal +15% fire Unseen.red 15% Stun/Frz- +28% Amulets make your neck look great! |
Flamevengeance0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +12% lightning +21% temporal +24% fire Crit.chn- 5.00% Mind.save +3 (+1 eff.) Disease- +20% Disarm- +20% Pinning- +31% Knockbk- +35% ---------- misc Max.vim +20.00 Amulets make your neck look great! |
Taintcrypt the gold amulet =+25% ntr pen=0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- Res.pen +25% nature ----- def ----- Resists +6% nature Crit.chn- 15.00% ---------- misc Infravis +3 See.Invis +12 Masteries +0.22 Wild-gift/Supercell Amulets make your neck look great! |
clarifying gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% mind Confus- +28% Amulets make your neck look great! |
gold amulet 'Filthdredge'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Mag +2 Wil dps ---------- Res.pen +10% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +18% fire +3% mind +19% cold ---------- misc See.Invis +12 Amulets make your neck look great! |
gold amulet 'Getamalar' =-41% blind=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+2 eff.) Apr +11 ----- def ----- Resists +15% light +30% darkness Blind- +41% ---------- misc Infravis +5 Sight +2 See.Invis +17 Amulets make your neck look great! |
grounding gold amulet of willpower (+6)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Wil ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
Coalravager the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +12 Mag +5 Con dps ---------- Melee Ret 6 darkness ----- def ----- Armour +6 Resists +21% fire +3% physical Phys.save +12 (+3 eff.) ---------- misc Masteries +0.31 Steamtech/Chemistry Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Samineg0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +30% lightning +9% light +12% fire +3% nature +6% acid Blind- +16% Stun/Frz- +47% ---------- misc Infravis +7 Sight +2 See.Invis +9 Masteries +0.40 Wild-gift/Thunder +0.40 Wild-gift/Supercell Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Xavena0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +10% acid ----- def ----- Resists +20% acid +9% fire +3% nature Mind.save +12 (+3 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Betothra the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +25 (+4 eff.) Phasing +30% ----- def ----- Resists +9% blight Mind.save +12 (+3 eff.) Die.at -60.00 life Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.28 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 (+2 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. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +12% nature +3% blight Acc +18 (+5 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Defense +9 (+2 eff.) Fatigue -6% Resists +3% blight ---------- misc Max.enc +28 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) Rings make your fingers look great! |
Beakhad the gold ring =-33% stun=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Con dps ---------- Mind.crit +7% Melee Ret 6 mind ----- def ----- HP.reg +5.00 Stun/Frz- +33% ---------- misc Psi/ret +0.24 Max.hate +10.00 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elureth the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Melee+ 20 physical Ranged+ 17 physical Dmg.mod +15% lightning +13% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 40 On Hit (Ranged): * 15% chance to reduce all saves and defense by 40 ----- def ----- Resists +30% lightning +13% mind ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Infravis +2 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
Emelylratha the Blastvile0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +9% lightning +21% mind +15% darkness +12% light Res.pen +20% light +25% lightning Rings make your fingers look great! |
Glitterrage the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +8 (+2 eff.) Dmg.mod +9% light ----- def ----- Resists +12% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Rings make your fingers look great! |
Relgyndur the Frozenlash0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +22% cold Res.pen +25% darkness +15% cold ----- def ----- Resists +21% acid +32% cold HP.reg +4.00 Silence- +20% Stun/Frz- +20% Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Windbliss the gold ring =20% ntr pen, -spd=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +6% darkness Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +1 Rings make your fingers look great! |
gladiator's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Mag +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 26 light Ranged+ 16 light Dmg.mod +16% light Rings make your fingers look great! |
gladiator's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
gold ring 'Lelayon'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature +12% blight ----- def ----- Fatigue -6% Resists +24% nature Max.HP +48.00 HP.reg +7.00 Heal.mod +13% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +20 Mana/s.crit +2.00 Rings make your fingers look great! |
gold ring 'Tempestvice'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +21% physical +15% fire Res.pen +20% nature +10% lightning ----- def ----- Armour +8 Resists +9% lightning +30% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
gold ring of clarity =-22% conf=0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Confus- +22% Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Acc +9 (+2 eff.) Apr +11 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Ce'Nurille the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +6 Cun +2 Wil dps ---------- Mind.crit +3% Res.pen +25% mind ----- def ----- Resists +15% acid Max.HP +41.00 Disarm- +33% Pinning- +35% Knockbk- +44% ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
Gleamgore =-44% conf -39% blind=0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag dps ---------- Melee+ 26 light Ranged+ 28 light Dmg.mod +13% light Res.pen +5% light +5% nature Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +3% light Mind.save +12 (+3 eff.) Blind- +39% Confus- +44% ---------- misc Light +3 Infravis +5 See.Stealth +14 See.Invis +16 Rings make your fingers look great! |
Isassra the Blindbliss0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Mag +6 Cun +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +9% fire Res.pen +5% darkness +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +6% darkness +6% fire HP.reg +5.00 Stun/Frz- +36% Rings make your fingers look great! |
Noonminister =+25% mind pen=0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun dps ---------- Dmg.mod +27% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 40 ----- def ----- Defense +18 (+5 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Noonreaper the stralite ring =-44% stun=0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% Dmg.mod +9% light Res.pen +25% mind ----- def ----- Resists +15% mind Mind.save +12 (+3 eff.) HP.reg +8.00 Stun/Frz- +44% ---------- misc Hate/m.crit +3.00 Light +3 Rings make your fingers look great! |
solipsist's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +13 (+3 eff.) Apr +14 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Healnaught'0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +9% acid +21% light +9% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +21% acid +6% nature +15% mind Rings make your fingers look great! |
Bethythra the Chillstreak =+26% fire cold pen=0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +24% cold Res.pen +26% cold +26% darkness +26% fire Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +40% lightning Rings make your fingers look great! |
Pureglory the voratun mace (95 - 133 damage, 6 apr)3.0 T5 mace 1H weapon [Rare] Arcane Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +17 light Against +30% Undead While equipped: dps ---------- Mind.crit +4% Res.pen +26% nature Melee Ret 10 mind ----- def ----- Resists +21% blight Mind.save +18 (+4 eff.) ---------- misc Hate/m.crit +5.27 Blunt and deadly. |
flaming voratun mace of torment (95 - 133 damage, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
truestriking stralite dagger of evisceration (68 - 89 damage, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) Res.pen +10% physical Acc +9 (+2 eff.) Apr +9 Sharp, short and deadly. |
plaguebringer's voratun dagger of crippling (77 - 100 damage, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% ----- def ----- Disease- +22% Sharp, short and deadly. |
Amethyst of Sanctuary (122 - 134 damage, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+4 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Blindlady the living mindstar (128 - 141 damage, 40 apr, nature damage) =20% -dam=3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +20 darkness On Hit: * 20% chance to reduce damage dealt by 32% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Res.pen +15% darkness +26% fire Melee Ret 10 fire ----- def ----- Resists +9% nature Mind.save +10 (+3 eff.) ---------- misc Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (134 - 147 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+5 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 84.34 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Nexus of the Way (134 - 147 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+5 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 81 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Xerorith the Tempestwasp (124 - 136 damage, 39 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +16 fire On Crit.r2 +8 fire On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% lightning ----- def ----- Resists +6% lightning +6% fire Phys.save +7 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +9 (+2 eff.) Max.HP +23.00 HP.reg +1.50 ---------- misc Equi/ret +1.70 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. |
dreamer's living mindstar of balance (124 - 136 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +14% mind Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Psi/turn +0.70 Equi/ret +1.70 Max.psi +21.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious living mindstar of life (127 - 140 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% nature Res.pen +2% nature ----- def ----- Resists +7% nature Max.HP +31.00 HP.reg +1.30 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of life (126 - 139 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 6 mind 6 darkness Dmg.mod +5% mind +4% darkness ----- def ----- Max.HP +34.00 HP.reg +1.50 ---------- 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. |
inquisitor's living mindstar of gales (127 - 140 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +11% lightning +10% cold +5% physical ----- def ----- Defense +19 (+5 eff.) Pinning- +30% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's living mindstar of life (125 - 138 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +27.00 HP.reg +1.20 ---------- 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. |
living mindstar 'Shockshaper' (125 - 138 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 12 mind 7 darkness Dmg.mod +15% lightning +7% mind +10% darkness Res.pen +25% fire ----- def ----- Resists +3% lightning Max.HP +46.00 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. |
living mindstar 'Stormqueller' (124 - 136 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 acid Dmg.mod +15% acid +12% fire +7% mind +9% lightning Res.pen +12% acid +10% fire +7% mind ----- def ----- Resists +20% acid +7% mind +12% lightning Dmg.Resnn +19% HP.reg +4.00 Heal.mod +23% Heal/summ +18 ---------- misc Psi/ret +1.30 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. |
living mindstar of storms (126 - 139 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +3 Mag +5 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 16 lightning Dmg.mod +10% lightning Res.pen +13% lightning ----- def ----- Resists +14% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's living mindstar of frost (123 - 135 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 15 cold Dmg.mod +11% cold Res.pen +10% cold ----- def ----- Armour +11 Resists +11% cold +9% all ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Obsidiansnake (90 - 135 damage, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +20 fire On Crit.r2 +20 darkness On Hit: * 21% chance to reduce all saves and defense by 40 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun dps ---------- Mind.pwr +31 (+8 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% darkness +30% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic voratun steamsaw of ruin (92 - 138 damage, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Crit.mult +21.00% Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Serpentzeal4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: * 21% chance to slow global speed by 69% While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% darkness ----- def ----- Armour +16 Resists +18% lightning +9% blight Spell.save +18 (+5 eff.) Disarm- +21% Slings are used to hurl stones or metal shots at your foes. |
manaburning pouch of stralite shots of annihilation (20/20, 97 - 116 damage, 11 apr)3.0 T4 shot ammo [Ego+] Disrupt/Master Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +14.5% Capacity 20 Proj.spd +200% On Hit: * 17 arcane resource burn Shots are used with slings to pummel your foes to death. |
Adewyn the Filthravager (0 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +7 Cun +6 Wil dps ---------- Dmg.mod +22% arcane Res.pen +20% nature Melee Ret 10 mind On Hit (Melee): * 21% chance to slow global speed by 69% ----- def ----- Resists +21% nature +13% all ---------- misc Hate/m.crit +2.00 Max.mana +74.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Offalclash (0 def, 0 armour)2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +30% nature Res.pen +26% nature +26% cold On Hit (Melee): * 21% chance to slow global speed by 69% ----- def ----- Resists +13% all ---------- misc Mana/turn +0.34 Psi/turn +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Psionic/Talent perfection On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
enlightening drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +8 Str +8 Dex +7 Mag +14 Wil +15 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +25 (+6 eff.) Max.HP +61.00 A suit of armour made of leather. |
radiant drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +30% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +5% light +5% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Shadowgore the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +9 Lck dps ---------- Spell.pwr +30 (+5 eff.) Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Armour +12 Defense +11 (+3 eff.) Fatigue -7% Phys.save +20 (+5 eff.) Stealth +15 ---------- misc T.Disarm +25 Max.enc +48 Mana/turn +0.04 Infravis +4 A belt that goes around your waist. |
Layudhebeth (1 def, 0 armour) =-10% stun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con ----- def ----- Defense +1 (+0 eff.) Silence- +20% Disarm- +20% Stun/Frz- +10% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusidol (2 def, 0 armour) =+11 CUN=2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +2 Mag +4 Wil +11 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blazebreeze' (2 def, 0 armour) =20% turn=2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +12% light Acc +4 (+1 eff.) Apr +3 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Breezewar (0 def, 1 armour) =20% -spd=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc See.Invis +6 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Cloudbright the pair of iron boots (0 def, 3 armour) =blink=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee Ret 6 lightning 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 40 ----- def ----- Armour +3 Fatigue +2% Resists +21% lightning Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown 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 'Jetkiller' (0 def, 5 armour) =-20% conf=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% physical +9% darkness +3% mind ----- def ----- Armour +5 Fatigue +2% Resists +12% temporal Heal.mod +15% Confus- +20% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Tulerachik' (0 def, 4 armour) =+11 STR=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +4 Wil ----- def ----- Armour +4 Fatigue -5% Resists +6% mind Phys.save +11 (+3 eff.) ---------- misc Max.enc +38 Infravis +3 See.Invis +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +9.0% Spell.crit +11% Mind.crit +7% Crit.mult +9.00% Melee+ 6 acid 6 fire 8 cold 5 lightning ----- def ----- Armour +2 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. |
hardened leather gloves 'Betutha' (0 def, 6 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +5 Mag +5 Wil +6 Cun dps ---------- Crit.mult +20.00% Spell.pwr +7 (+1 eff.) Melee+ 9 arcane Dmg.mod +11% arcane Acc +18 (+5 eff.) Apr +8 ----- def ----- Armour +6 Resists +10% darkness +10% arcane ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +8% darkness ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Swampgore the linen wizard hat (1 def, 0 armour) =+8 WIL 20% -spd=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +8 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather hat 'Arctouch' (6 def, 3 armour) =+15 DEX=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +15 Dex +3 Wil +11 Cun +4 Con dps ---------- Acc +5 (+1 eff.) Apr +4 On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +3% lightning Crit.chn- 5.00% A hat made of leather. Very stylish. |
Demonstreak (0 def, 3 armour) =20% -dam=2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Str +13 Mag dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +16% darkness Spell.save +10 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc See.Invis +6 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Lisykira (25 def, 3 armour) =+7 STR=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +3% Resists +6% lightning +5% arcane +9% mind Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 655.2 Physical damage. If the attack hits, the target is confused (37% 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. |
hardened leather cap 'Ichortrencher' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Wil dps ---------- Dmg.mod +9% nature Res.pen +25% nature Apr +3 ----- def ----- Armour +3 Fatigue +3% Resists +3% nature Mind.save +8 (+2 eff.) ---------- misc Light +1 A cap made of leather. |
Betiyamina the Blindgore (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +18 Str +16 Dex +8 Cun +9 Con dps ---------- Dmg.mod +9% light On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 69% ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +15% lightning Phys.save +23 (+6 eff.) 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 655.2 Physical damage. If the attack hits, the target is confused (37% 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. |
Glorimina the Starlore (0 def, 5 armour) =depths=2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con dps ---------- Res.pen +20% light +20% nature Apr +7 Melee Ret 4 nature ----- def ----- Armour +5 Fatigue +5% Resists +6% light +17% cold ---------- misc Breathe water A cap made of leather. |
Malodraldil (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +5 Dex +4 Mag +9 Wil +7 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +15 (+4 eff.) ---------- misc Light +3 See.Invis +18 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 655.2 Physical damage. If the attack hits, the target is confused (37% 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. |
bladed drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Master/Psionic While equipped: Stats +8 Str +4 Wil +4 Cun dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% 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 655.2 Physical damage. If the attack hits, the target is confused (37% 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. |
Gurafang (0 def, 3 armour) =+7 WIL=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +7 Wil +3 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +15% mind On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vilelady (0 def, 3 armour) =20% -spd -def=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to slow global speed by 69% * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +6% nature 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 655.2 Physical damage. If the attack hits, the target is confused (37% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
insulating voratun helm of knowledge (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% fire +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 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. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
9 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. |
2 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1023 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. |
64 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern 'Loamstake' =-20% conf=2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% physical Res.pen +5% nature ----- def ----- Mind.save +9 (+2 eff.) Confus- +20% ---------- 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. |
Noonbright =10% -dam=1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Res.pen +5% arcane Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +5% arcane +9% light ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Polotha the alchemist's lamp =corpselight=1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +11% blight +10% darkness +12% nature Crit.chn- 15.00% Max.HP +80.00 HP.reg +4.00 ---------- misc Light +4 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 41 blight damage or heals 56 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 332.28 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Oakquick' =+11% all pen=1.0 T3 lite [Rare] Master While equipped: Stats +7 Str +3 Dex +5 Cun dps ---------- Dmg.mod +24% nature Res.pen +11% all Apr +10 Melee Ret 10 nature ---------- misc Light +5 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun armour reinforcement0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 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! |
mastercraft acid groove0.0 T4 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! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 22] amazing frost salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 324] amazing healing salve [power 324]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 324 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing regeneration salve [power 409] amazing regeneration salve [power 409]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 409 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
dwarven-steel pickaxe 'Hurykath' (dig speed 14 turns) =-20% conf=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +12 Defense +6 (+2 eff.) Resists +21% fire +5% arcane +8% physical Die.at -60.00 life Cut- +20% Disarm- +20% Confus- +20% 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 (+3 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 20 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. |
cleansing dwarven-steel torque of clear mind [power 3] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Islydhewe the Obsidiannaught [power 370] (15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% ---------- misc Max.hate +10.00 Light +3 Blast the opponent's mind dealing 617 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Snowreign [power 445] (15 cooldown) =mindblast=2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +9% acid +6% blight +6% cold +6% nature +6% lightning Blast the opponent's mind dealing 743 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to heal for 73. Torques are made by powerful psionics to store psionic powers. |
Isitta [power 320] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +10 Dex +3 Mag +15 Wil +3 Cun Sting an enemy dealing 358 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Sparkstoker' [power 14] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% lightning +18% arcane ----- def ----- Resists +9% lightning +5% arcane Reveal the area around you, dispelling darkness (radius 14, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Budonfto the Dwarf Harbinger level 35
32nd Steel 123rd year of Ascendancy at 00:26 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Budonfto the Dwarf Harbinger level 35
30th Steel 123rd year of Ascendancy at 03:06 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Budonfto the Dwarf Harbinger level 42
26th Gold 123rd year of Ascendancy at 08:16 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Budonfto the Dwarf Harbinger level 49
23rd Profit 123rd year of Ascendancy at 20:07 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Budonfto the Dwarf Harbinger level 39
20th Gold 123rd year of Ascendancy at 23:54 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Budonfto the Dwarf Harbinger level 20
16th Loss 122nd year of Ascendancy at 02:23 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Budonfto the Dwarf Harbinger level 31
5th Steel 123rd year of Ascendancy at 22:59 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Budonfto the Dwarf Harbinger level 15
25th Dearth 122nd year of Ascendancy at 21:12 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Budonfto the Dwarf Harbinger level 38
17th Gold 123rd year of Ascendancy at 02:35 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Budonfto the Dwarf Harbinger level 34
28th Steel 123rd year of Ascendancy at 23:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Budonfto the Dwarf Harbinger level 23
10th Shortage 122nd year of Ascendancy at 23:31 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Budonfto the Dwarf Harbinger level 43
28th Stralite 123rd year of Ascendancy at 10:57 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Budonfto the Dwarf Harbinger level 33
26th Steel 123rd year of Ascendancy at 09:51 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 Budonfto the Dwarf Harbinger level 26
16th Shortage 122nd year of Ascendancy at 13:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Budonfto the Dwarf Harbinger level 10
13rd Profit 122nd year of Ascendancy at 07:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Budonfto the Dwarf Harbinger level 20
15th Loss 122nd year of Ascendancy at 12:52 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Budonfto the Dwarf Harbinger level 30
12nd Iron 123rd year of Ascendancy at 04:18 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Budonfto the Dwarf Harbinger level 40
21st Gold 123rd year of Ascendancy at 17:18 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Budonfto the Dwarf Harbinger level 50
12nd Wealth 123rd year of Ascendancy at 15:55 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Budonfto the Dwarf Harbinger level 31
22nd Iron 123rd year of Ascendancy at 19:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Budonfto the Dwarf Harbinger level 48
23rd Profit 123rd year of Ascendancy at 09:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Budonfto the Dwarf Harbinger level 43
35th Stralite 123rd year of Ascendancy at 18:11 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Budonfto the Dwarf Harbinger level 39
17th Gold 123rd year of Ascendancy at 06:46 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Budonfto the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 18:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Budonfto the Dwarf Harbinger level 6
1st Acquisition 122nd year of Ascendancy at 08:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Budonfto the Dwarf Harbinger level 17
45th Dearth 122nd year of Ascendancy at 19:38 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Budonfto the Dwarf Harbinger level 50
28th Wealth 123rd year of Ascendancy at 08:10 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Budonfto the Dwarf Harbinger level 43
20th Stralite 123rd year of Ascendancy at 20:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Budonfto the Dwarf Harbinger level 23
26th Loss 122nd year of Ascendancy at 12:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Budonfto the Dwarf Harbinger level 16
32nd Dearth 122nd year of Ascendancy at 21:08 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Budonfto the Dwarf Harbinger level 34
29th Steel 123rd year of Ascendancy at 23:45 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Budonfto the Dwarf Harbinger level 43
35th Stralite 123rd year of Ascendancy at 19:08 see stats
Log
Vor, Grand Geomancer of the Pride speeds up.
Vor, Grand Geomancer of the Pride regains their energy.
Vor, Grand Geomancer of the Pride is fully armored again.
Vor, Grand Geomancer of the Pride stops bleeding.
Vor, Grand Geomancer of the Pride receives 391 healing from Pride of the Orcs.
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Budonfto is on fire!
Mirror Image (Vor, Grand Geomancer of the Pride) casts Flame.
Mirror Image (Vor, Grand Geomancer of the Pride) hits Budonfto for 135 fire damage.
Vor, Grand Geomancer of the Pride hits Budonfto for 0 fire damage.
Thunderstorm hits Budonfto for 0 lightning damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 0 fire damage.
Budonfto uses Infusion: Regeneration.
Budonfto starts regenerating health quickly.
Vor, Grand Geomancer of the Pride starts to bleed.
Budonfto resists the wave!
Budonfto stops regenerating health quickly.
Vor, Grand Geomancer of the Pride's cold repulsion area effect hits Budonfto for 0 cold, 55 physical (55 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Budonfto for 131 fire damage.
Vor, Grand Geomancer of the Pride roars triumphantly.
Burning from Vor, Grand Geomancer of the Pride hits Budonfto for 361 fire damage.
Budonfto the level 50 dwarf harbinger was toasted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Vor, Grand Geomancer of the Pride killed Budonfto!
Saving game...
Saving done.


















































































































































