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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 32 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Emedatta the gigantic sandworm tunneler at level 22 on the 25th Shortage 122nd year of Ascendancy at 16:16 3 / 3Killed by Zubisena the ghoul at level 30 on the 17th Gold 123rd year of Ascendancy at 14:54 Killed by Ivodata the bone giant at level 32 on the 13rd Stralite 123rd year of Ascendancy at 08:34 |
Primary Stats
| Strength | 36 (base 18) |
| Dexterity | 20 (base 10) |
| Constitution | 69 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 83.999999999999 (base 60) |
| Cunning | 87.999999999999 (base 60) |
Resources
| Life | 1205/1205 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 163/163 |
| Healing Factor | 1.5891969485427 |
| Regeneration | 12.47194743149 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +66.82762168232% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 7 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 61 |
| Crit Chance | 45% |
| APR | 70 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 103 |
| Accuracy | 61 |
| Crit Chance | 45% |
| APR | 70 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Blight | +6% |
| Arcane | +10% |
| Cold | +12% |
| All | 0% |
| Darkness | +12% |
| Light | +28% |
| Physical | +15% |
| Fire | +35% |
| Lightning | +10% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +10% |
| Arcane | +9% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (53.292302510663%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 48 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 43%( 73%) |
| All | + 29%( 70%) |
| Lightning | + 55%( 73%) |
| Light | + 40%( 70%) |
| Physical | + 55%( 73%) |
| Mind | + 40%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 43%( 73%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Silence Resistance | 45% |
| Disarm Resistance | 100% |
| Knockback Resistance | 8% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| talent | Skate |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Emelowen the crimson crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
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 |
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 Shardskin. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 150. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Shadowclash (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Cun +3 Con dps ---------- Dmg.mod +6% darkness +3% fire Res.pen +20% darkness Melee Ret 2 darkness ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +15 (+4 eff.) Silence- +25% Confus- +28% Stun/Frz- +26% Disengage: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adamina the Flashvice1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) Dmg.mod +6% darkness +18% fire Res.pen +5% blight ----- def ----- Resists +13% blight +8% darkness +9% light Affinity +5% darkness ---------- misc Light +7 Infravis +7 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Moonlight Ray: Puts all charms on 8 cooldown Level 5.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 112.66 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +6 Cun +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Mind.save +9 (+3 eff.) Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +120% ---------- 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. Mindhook: Level 5.5 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Brightravager the dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Resists +6% light +5% arcane Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 35% for 2 turns. 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Acc +10 (+4 eff.) Apr +10 ----- def ----- Defense +8 (+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! |
| On fingers | copper ring 'Duvilagrim'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Resists +6% nature Crit.chn- 5.00% HP.reg +2.00 Heal.mod +15% Silence- +20% Stun/Frz- +23% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | mitotic pulsing mindstar of venom (103 - 113 damage, 60 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature This mindstar would symbiotize with another like it. The set is complete. Power 13.0 - 14.3 Nature Uses 92% Wil, 55% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +10.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 24% * 11% chance to slow global speed by 64% * splashes acid on your target dealing 46 damage and reducing their armor While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+4 eff.) Melee+ 9 acid Dmg.mod +8% acid Res.pen +5% acid ----- def ----- Resists +10% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | mitotic pulsing mindstar of venom (103 - 113 damage, 60 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature This mindstar would symbiotize with another like it. The set is complete. Power 13.0 - 14.3 Nature Uses 92% Wil, 55% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +10.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 24% * 11% chance to slow global speed by 64% * splashes acid on your target dealing 46 damage and reducing their armor While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+4 eff.) Melee+ 9 acid Dmg.mod +8% acid Res.pen +5% acid ----- def ----- Resists +10% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ce'Nyda the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +4 Con dps ---------- Phys.crit +3.0% Spell.crit +4% Crit.mult +49.00% Phys.pwr +2 (+1 eff.) Spell.pwr +7 (+4 eff.) S.pwr/crit +2 Dmg.mod +10% arcane +6% blight Res.pen +9% arcane +5% blight ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +30% lightning Phys.save +11 (+3 eff.) Max.HP +110.00 Stun/Frz- +50% ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +8% acid +7% physical +8% fire +12% cold ----- def ----- Resists +10% acid +10% physical +12% darkness +12% cold +13% fire +15% mind +11% all Phys.save +13 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +22 (+6 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 sneak (efficiency 200% / cooldown 61%)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 200% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 153% / cooldown 72%)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 153% efficiency and cooldown mod of 72%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 145% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 207; 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 207 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 |
heroism infusion (die at -181; dur 5; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -181 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 181 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -212; dur 6; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -212 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 212 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 sneak (die at -557; dur 7; 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 7 turns. While Heroism is active, you will only die when reaching -557 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 557 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 512%; 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 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 615%; 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 615% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 368; 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 368 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 |
wild infusion of the psychic (res 31%; physical; dur 2; 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 physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 34%; magical, physical; dur 4; 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 physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 sneak (res 32%; mental; 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 mental effect and reduce all damage taken by 32% for 4 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 wizard (res 19%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
Prismatic Rune (6 turns; lightning, physical, light, temporal, arcane, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 5 light, 4 temporal, 3 arcane, 4 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
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: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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 136] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 136 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. |
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. |
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 26. 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: 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: 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: 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 114] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -114 life and reduces all damage by 11% 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: 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 251.52 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. |
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. |
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. |
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 143.46 nature damage over 5 turns. The cannister has 501 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. |
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 27] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 27 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. |
3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 60.90 physical damage. Each creature hit has a 36% chance of being infected by a random disease, doing 15.63 blight damage and reducing either Constitution, Strength or Dexterity by 8 for 20 turns. The damage and disease effects increase with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) 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. |
Airbrand the copper amulet =+10% ltng pen=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Wil +7 Cun +7 Lck dps ---------- Res.pen +10% lightning Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +9% temporal Unseen.red 11% 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... |
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
Glowbreacher =-25% conf=0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +21% lightning +14% mind +12% light Mind.save +12 (+3 eff.) Die.at -80.00 life Confus- +25% Amulets make your neck look great! |
steel amulet 'Quenchquencher'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +9% acid Res.pen +10% acid Melee Ret 4 acid 2 cold ----- def ----- Fatigue -5% Phys.save +10 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Gleta the gold amulet0.1 T3 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Melee Ret 8 acid On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +6% temporal +10% blight +3% cold +14% nature +5% arcane Poison- +20% Disease- +20% Amulets make your neck look great! |
Beletira the Fogstalker0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane +6% temporal Res.pen +5% darkness ----- def ----- Resists +6% darkness Silence- +21% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
savior's copper ring of clarity =-23% conf=0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +14 (+4 eff.) Confus- +23% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 20.69 cold and 21.24 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+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! |
conjurer's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +13 (+7 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Aeraromivor' =-23% conf=0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +6% nature +2% physical Crit.chn- 10.00% Mind.save +5 (+2 eff.) Poison- +20% Confus- +23% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% ---------- misc Masteries +0.20 Psionic/Blade defense This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Purequick the gold ring =20% -spd=0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +20% fire Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +18% lightning +22% fire Rings make your fingers look great! |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +4 Mag +5 Cun dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% nature +15% fire Res.pen +20% fire Acc +10 (+4 eff.) ----- def ----- Resists +3% fire +30% nature +6% darkness 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. Uses 1 power out of 1/1 "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? |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) Acc +10 (+4 eff.) Apr +11 ----- def ----- Defense +8 (+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! |
gold ring 'Dayedge' =-30% blind=0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 8 physical Ranged+ 19 physical Dmg.mod +15% light Res.pen +5% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 36 On Hit (Ranged): * 15% chance to reduce all saves and defense by 36 ----- def ----- Resists +24% light +12% mind Blind- +30% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Infravis +4 See.Stealth +8 See.Invis +11 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! |
gold ring 'Torarodas'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +11 Dex dps ---------- Mind.crit +2% Dmg.mod +12% lightning Acc +18 (+6 eff.) ----- def ----- Resists +24% lightning ---------- misc Hate/m.crit +2.00 Max.psi +40.00 Rings make your fingers look great! |
marksman's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +13 (+5 eff.) Apr +7 ----- def ----- Defense +9 (+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! |
rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +15 (+5 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! |
Bloomsoul (66 - 72 damage, 12 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
vined mindstar of disruption (60 - 66 damage, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of storms (65 - 71 damage, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 14 lightning 4 physical 4 fire 2 acid 5 cold Dmg.mod +6% lightning Res.pen +9% lightning ----- def ----- Resists +11% lightning +4% physical +2% cold +2% fire +3% acid ---------- 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. |
blooming pulsing mindstar of balance (74 - 81 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +4 (+1 eff.) Heal.mod +19% Heal/summ +30 ---------- misc Equi/ret +1.50 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 pulsing mindstar of gales (74 - 81 damage, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% lightning +8% cold +8% physical ----- def ----- Defense +21 (+7 eff.) Resists +9% mind Mind.save +4 (+1 eff.) Pinning- +23% ---------- misc Psi/turn +0.90 Max.psi +34.00 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. |
pulsing mindstar of flames (75 - 82 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 9 fire Dmg.mod +9% fire Res.pen +6% fire ----- def ----- Resists +7% fire ---------- 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. |
resonating living mindstar of life (80 - 89 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% mind Res.pen +4% mind ----- def ----- Resists +6% mind Dmg.Resnn +13% Max.HP +19.00 HP.reg +1.70 ---------- misc Psi/ret +0.90 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. |
stormwoven elven-silk robe of nature (+8%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +13% lightning +12% physical +18% nature +12% cold ----- def ----- Resists +8% lightning +9% cold +27% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleta (16 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Dex +5 Mag +11 Wil +5 Cun dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +14 (+5 eff.) Spell.pwr +16 (+8 eff.) Mind.pwr +17 (+4 eff.) S.pwr/crit +4 Mov.spd +20% Dmg.mod +12% arcane +3% blight ----- def ----- Armour +6 Defense +16 (+6 eff.) Fatigue +8% Resists +12% lightning Spell.save +3 (+1 eff.) Mind.save +14 (+4 eff.) ---------- misc Mana/turn +0.04 A suit of armour made of leather. |
Chargezephyr the rough leather belt =10% ltng pen 10% -dam=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% light +6% lightning Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
Coalreign =20% -dam=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% darkness Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +3% mind Max.HP +34.00 A belt that goes around your waist. |
rough leather belt 'Arcrot' =-20% stun=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% light HP.reg +0.90 Heal.mod +11% Silence- +20% Stun/Frz- +20% A belt that goes around your waist. |
Barkmight the linen cloak (1 def, 0 armour) =+20% ntr pen=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +20% nature Melee Ret 6 nature ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Light +2 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormraven (1 def, 0 armour) =+20% ltng pen=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% acid Res.pen +10% lightning Melee Ret 10 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +9% acid Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Obsidiancutter' (1 def, 0 armour) =10% -dam=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ereleneg the pair of rough leather boots (0 def, 3 armour) =+23 enc=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil +2 Con dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Filthsin the pair of rough leather boots (0 def, 1 armour) =10% ntr pen 10% -spd=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +12% nature Res.pen +10% nature +5% fire On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Voressra the pair of rough leather boots (0 def, 1 armour) =+6 STR=2.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Str +2 Cun +1 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal Crit.chn- 15.00% A pair of boots made of leather. |
Yvalaith (0 def, 7 armour) =-10% stun=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +7 Resists +3% mind Crit.chn- 15.00% Stealth +5 Blind- +10% Stun/Frz- +10% Knockbk- +10% A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
dreamer's pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disengage: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbuswinter the pair of dwarven-steel boots (0 def, 4 armour) =+15% ltng pen=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% fire +15% nature Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +16.00 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 'Vorulaith' (0 def, 4 armour) =20% -sav -def=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +10% temporal +9% nature ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +14% temporal ----- def ----- Armour +5 Fatigue +4% Resists +18% darkness +18% temporal Silence- +39% Confus- +33% Stun/Frz- +34% Def/telep +15 Res/telep +14% Dur/telep +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarestun the rough leather gloves (0 def, 3 armour) =+11 Acc=1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +3 Resists +9% light +6% temporal 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Darkspawn' (0 def, 1 armour) =10% -dam=1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Melee+ 6 fire Dmg.mod +4% fire Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +1 Resists +9% darkness +5% fire ---------- misc Light +3 See.Invis +6 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. |
Cinderhue the hardened leather gloves (0 def, 2 armour) =-34% disarm=1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Con dps ---------- Mind.crit +3% Melee+ 8 temporal Ranged+ 7 temporal Dmg.mod +8% arcane +4% temporal Melee Ret 4 mind 6 fire ----- def ----- Armour +2 Resists +5% temporal Phys.save +19 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +34% ---------- misc Max.psi +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nymaharastir the drakeskin leather gloves (20 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +4 Mag +3 Wil +9 Cun +3 Con dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Armour +3 Defense +20 (+7 eff.) Resists +8% light +9% darkness +3% nature Die.at -20.00 life Heal.mod +10% Disarm- +34% ---------- misc Infravis +2 Masteries +0.20 Technique/Grappling 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. |
brawler's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +6 Dex +2 Cun dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 20 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 62 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Nimbuswrest the linen wizard hat (1 def, 0 armour) =+20% ltng pen +10% -turn=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +20% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tempestmortal the linen wizard hat (1 def, 0 armour) =15% ltng pen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +10% acid Res.pen +15% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% acid ---------- misc Psi/ret +0.16 Max.hate +6.00 A pointy cloth hat, very wizardly... |
Xalrawen the linen wizard hat (1 def, 0 armour) =+6 CUN +10% mind pen=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil +6 Cun +1 Con dps ---------- Dmg.mod +10% fire Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
Chamodurath the Glarewild (0 def, 3 armour) =20% -spd=2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +3% light +6% darkness ---------- misc Infravis +1 A cap made of leather. |
Emoyata the rough leather cap (10 def, 1 armour) =+2 STR=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% blight ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Resists +6% darkness +3% acid A cap made of leather. |
Hanirig (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Wil +3 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Lelufast the rough leather cap (0 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% light +7% cold Pinning- +10% ---------- misc Mana/s.crit +2.00 Breathe water A cap made of leather. |
Olukath the Shimmerscar (0 def, 1 armour) =+15% ltng pen=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning +6% nature Res.pen +15% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% blight A cap made of leather. |
Xitta the rough leather cap (0 def, 1 armour) =-10% conf=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Spell.save +6 (+2 eff.) Die.at -40.00 life Confus- +10% A cap made of leather. |
rough leather cap 'Brandzeal' (0 def, 1 armour) =15% fire pen 10% -dam=2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% cold +9% fire Res.pen +15% fire On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +3% fire +6% nature A cap made of leather. |
rough leather cap 'Glorogawen' (0 def, 3 armour) =+3 STR=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Armour +3 Fatigue +1% Phys.save +3 (+1 eff.) ---------- misc Max.stam +10.00 A cap made of leather. |
Adena the hardened leather cap (0 def, 13 armour) =+5 STR -20% disarm=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +13 Fatigue +3% Resists +9% physical Phys.save +8 (+3 eff.) Mind.save +15 (+4 eff.) Heal.mod +10% Disarm- +20% ---------- misc Light +3 A cap made of leather. |
hardened leather cap 'Brenehad' (0 def, 3 armour) =+7 STR +6 CON=2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +6 Con dps ---------- Spell.crit +3% Crit.mult +15.00% ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Cleansebearer (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Dex +9 Wil +4 Cun dps ---------- Dmg.mod +6% nature Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +9% cold +5% arcane Mind.save +15 (+4 eff.) Max.HP +40.00 Cut- +20% A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 153.65 mind damage and cripples the target's higher mental functions, reducing cunning by 18 and confusing (35% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 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. |
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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
9 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
175 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. |
Hailbait =+20% fire pen=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% fire +3% cold Res.pen +10% acid +20% fire ----- def ----- Resists +3% acid +3% cold Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Woecrypt the brass lantern =20% -dam=2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron pickaxe 'Stormdare' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind +6% temporal Res.pen +15% lightning ---------- misc Max.hate +2.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Beromilen the Pitchzephyr [power 278] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 6 darkness 2 temporal ----- def ----- Resists +12% temporal Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 15% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jozror the Dwarf Harbinger level 14
7th Loss 122nd year of Ascendancy at 02:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jozror the Dwarf Harbinger level 22
1st Iron 123rd year of Ascendancy at 15:14 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Jozror the Dwarf Harbinger level 22
30th Shortage 122nd year of Ascendancy at 16:06 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 Jozror the Dwarf Harbinger level 26
9th Iron 123rd year of Ascendancy at 05:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jozror the Dwarf Harbinger level 10
38th Dearth 122nd year of Ascendancy at 07:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jozror the Dwarf Harbinger level 20
21st Shortage 122nd year of Ascendancy at 19:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jozror the Dwarf Harbinger level 30
8th Gold 123rd year of Ascendancy at 01:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jozror the Dwarf Harbinger level 27
31st Steel 123rd year of Ascendancy at 09:54 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Jozror the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 01:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jozror the Dwarf Harbinger level 6
6th Profit 122nd year of Ascendancy at 16:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jozror the Dwarf Harbinger level 14
26th Loss 122nd year of Ascendancy at 04:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jozror the Dwarf Harbinger level 22
1st Iron 123rd year of Ascendancy at 17:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jozror the Dwarf Harbinger level 17
5th Shortage 122nd year of Ascendancy at 09:17 see stats
Log
You collect a new ingredient: lump of stralite (1).
You gain 15.64 gold from the melting of enhanced stralite steamgun of enduring.
You collect a new ingredient: lump of steel (1).
You gain 22.76 gold from the melting of Magmapride the steel steamgun.
You gain 5.83 gold from the transmogrification of swiftstrike ash longbow of true flight.
You gain 22.05 gold from the transmogrification of Abysscut.
You collect a new ingredient: lump of stralite (1).
You gain 3.54 gold from the melting of icy stralite steamsaw of resilience (36 - 54 damage, 0 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.73 gold from the melting of exposing stralite steamsaw of temporal resistance (+17%) (37 - 56 damage, 0 apr).
You collect a new ingredient: lump of steel (1).
You gain 15.21 gold from the melting of Jetbore (30 - 45 damage, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 7.42 gold from the melting of truestriking dwarven-steel dagger of enduring (28 - 36 damage, 7 apr).
You collect a new ingredient: lump of steel (1).
You gain 5.95 gold from the melting of warbringer's steel dagger of erosion (26 - 34 damage, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 7.65 gold from the melting of Umbral Razor (32 - 42 damage, 10 apr).
You collect a new ingredient: lump of stralite (1).
You gain 5.15 gold from the melting of acidic stralite longsword of shearing (38 - 54 damage, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 18.33 gold from the melting of steel longsword 'Chaludil' (28 - 39 damage, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.44 gold from the melting of chilling steel longsword of massacre (32 - 45 damage, 3 apr).
You gain 7.03 gold from the transmogrification of potent elven-wood magestaff of wizardry (29 - 34 damage, 5 apr, arcane element).
You gain 16.71 gold from the transmogrification of Dagyrozilagar the elven-wood vilestaff (26 - 32 damage, 5 apr, darkness element).
You gain 24.38 gold from the transmogrification of ash magestaff 'Harotozilarach' (22 - 27 damage, 3 apr, lightning element).
You gain 22.62 gold from the transmogrification of steel amulet 'Elaba'.
You gain 2.30 gold from the transmogrification of ethereal rune of the titan (power 28; resist 25%; move 49%; dur 5; cd 18).
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 15%; move 37%; dur 5; cd 22).
































































































