












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Qlass Pack 1.7.2Adds 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: 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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Ashes of Urh'Rok 1.7.4Official Expansion!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:
Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 50 / 505% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 6 on the 29th Voratun 122nd year of Ascendancy at 01:52 0 / 9Killed by Glivea the thief at level 13 on the 17th Profit 122nd year of Ascendancy at 05:32 Killed by Layydhemina the bandit at level 13 on the 17th Profit 122nd year of Ascendancy at 11:36 Killed by rimebark at level 21 on the 20th Wealth 122nd year of Ascendancy at 18:06 Killed by Voralemira the saw horror at level 25 on the 26th Wealth 122nd year of Ascendancy at 22:06 Killed by Silurawyn the patchwork troll at level 37 on the 17th Steel 123rd year of Ascendancy at 03:40 Killed by Silasetha the searing horror at level 41 on the 41st Steel 123rd year of Ascendancy at 20:56 Killed by Beloselrakira the runed bone giant at level 50 on the 26th Profit 123rd year of Ascendancy at 05:11 Killed by Nerywyn the orc cryomancer at level 50 on the 36th Profit 123rd year of Ascendancy at 06:19 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 70 (base 17) |
| Constitution | 109 (base 43) |
| Magic | 40 (base 14) |
| Willpower | 103 (base 63) |
| Cunning | 123 (base 64) |
Resources
| Life | -360/1851 |
| Steam | 100/100 |
| Equilibrium | 25 |
| Psi | 207/213 |
| Healing Factor | 2.0088624957598 |
| Regeneration | 29.827501572917 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.5115906557% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 2 |
| See Stealth | 17 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 79 |
| Crit Chance | 94% |
| APR | 77 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 148 |
| Accuracy | 79 |
| Crit Chance | 94% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +42% |
| Blight | +9% |
| Arcane | +15% |
| Cold | +39% |
| All | 0% |
| Lightning | +57% |
| Physical | +27% |
| Mind | +35% |
| Fire | +45% |
| Nature | +24% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +60% |
| Temporal | +10% |
| Lightning | +55% |
| Arcane | +20% |
| Cold | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 56.319744159811 (95.739944334398%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 81 |
| Spell Save | 56 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 61%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 73%( 73%) |
| All | + 34%( 70%) |
| Physical | + 46%( 73%) |
| Lightning | + 73%( 73%) |
| Light | + 50%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 73%( 73%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Confusion Resistance | 91% |
| Poison Resistance | 48% |
| Blind Resistance | 55% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Gloroda the warg. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by rimebark. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Zubugamina the orc mage-hunter. Escort: worried loremaster (level 8 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 908. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethisemina the Strikekarma (0 def, 4 armour) =+25% ltng pen=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Phys.pwr +20 (+4 eff.) Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +3% Resists +11% lightning +11% temporal Phys.save +15 (+3 eff.) Die.at -40.00 life Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Furnacekarma'1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +9% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +6% mind +30% fire Blind- +35% Confus- +21% ---------- misc Light +9 See.Stealth +17 See.Invis +16 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Pokey (7 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +17 Lck +6 Cun dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +5% Dmg.mod +12% lightning +6% arcane Res.pen +10% lightning +20% arcane Melee Ret 4 lightning ----- def ----- Armour +14 Defense +7 (+1 eff.) Fatigue +5% Resists +14% fire +15% cold +7% all Phys.save +36 (+8 eff.) Mind.save +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cleanseterror the drakeskin leather gloves (0 def, 8 armour) 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +9 Cun +14 Dex dps ---------- Dmg.mod +6% nature +3% cold Res.pen +10% cold Acc +24 (+5 eff.) Apr +11 Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Armour +8 Resists +5% arcane +15% cold Mind.save +13 (+3 eff.) Max.HP +59.00 Disarm- +100% ---------- misc Talents +5 Iron Grip 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. |
| Tool | Lightningraptor [power 116] (15 cooldown) =+20% ltng pen=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning +10% temporal ----- def ----- Resists +6% lightning +12% blight Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Dmg.mod: + 10% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nugohir0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Crit.dmg- 10.00% Mind.save +6 (+1 eff.) HP.reg +3.00 Confus- +20% Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Mag +6 Cun +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +11 (+4 eff.) Dmg.mod +15% cold +3% arcane +18% nature Res.pen +5% nature Melee Ret 6 arcane ----- def ----- Resists +30% cold +5% arcane +3% nature Can be unequipped or rerolled. 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? |
| Around neck | Aerana0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +9% mind Res.pen +25% mind +10% acid Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +5% arcane +15% mind Heal.mod +21% Cut- +60% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 512 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Nexus of the Way (22-24 power, 59 apr, mind damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 99% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +59 Crit +25.0% Atk.spd 100% While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 85 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Lisemira the hardened leather belt =+15% mind pen=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Cun +5 Str dps ---------- Mind.pwr +23 (+4 eff.) Dmg.mod +18% acid Res.pen +15% mind On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Defense +10 (+2 eff.) Resists +12% acid Phys.save +11 (+3 eff.) Proj.slow +25% ---------- misc Max.psi +20.00 A belt that goes around your waist. |
| In off hand | Kyhad (16-18 power, 60 apr, mind damage) 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +60 Crit +25.0% Atk.spd 100% While equipped: Stats +3 Cun +10 Dex dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +18% physical ----- def ----- Defense +15 (+3 eff.) Resists +25% lightning +12% darkness +25% cold +20% fire +15% mind +9% acid Disarm- +22% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Wrappy (27 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +3 Wil +4 Cun +3 Con dps ---------- Dmg.mod +6% acid ----- def ----- Defense +27 (+5 eff.) Resists +30% lightning +25% light +20% blight +22% fire +19% nature Phys.save +15 (+3 eff.) Stealth +13 HP.reg +10.00 Heal.mod +20% Stun/Frz- +50% ---------- misc Infravis +2 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Demonoozer the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +18% acid +9% physical +6% fire +6% mind +7% cold On Hit (Melee): * 10% chance to reduce damage dealt by 39% * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +30% acid +11% physical +12% darkness +12% fire +10% cold +12% mind +9% all Phys.save +11 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +20 (+5 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 124% / cooldown 63%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 143% / cooldown 70%)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 143% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 179% / cooldown 67%)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 179% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 230% / cooldown 83%)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 230% efficiency and cooldown mod of 83%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 251% / cooldown 56%)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 251% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 209% / cooldown 59%)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 209% efficiency and cooldown mod of 59%. 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 172% / cooldown 60%)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 172% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 20)0.1 T1 implant scroll [Ego] 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 20.9 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 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 sneak (heal 307; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 676%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 718%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 431; 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 431 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 527; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 747; 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 747 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental, physical; dur 4; cd 13)0.1 infusion scroll [Normal] 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 and physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental, physical; dur 4; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 32%; mental, physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 34%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, cold, nature, temporal)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: 4 acid, 3 physical, 4 light, 4 cold, 3 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 157; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 151; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 358; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 465; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 47; blocks 4; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) Example Item: iron back support 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (11% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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) _tRequires 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. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) _tRequires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+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. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) _tRequires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) _tRequires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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) _tRequires 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 331.81 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: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) _tRequires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) _tRequires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 222.63 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Just drop it down and watch the sparks fly when your enemies get near. Requires talents: - Mechanical (1) - Electricity (4) _tRequires ingredients: - lump of iron (3) Example Item: iron voltaic sentry 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Voltaic Sentry 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: Place an electrically charged sentry device at a location. Every turn it will fire a bolt of electricity at a nearby enemy. The bolts do 90.10 lightning damage. The sentry has 599 life and lasts 10 turns. 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: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Leluhir the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Mind.crit +2% Dmg.mod +12% mind ----- def ----- Resists +11% fire +12% cold ---------- misc See.Invis +3 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... |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +13% Cut- +40% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 657 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Shimmerpierce'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +9 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +12% acid +15% lightning ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.60 Light +3 See.Invis +6 Amulets make your neck look great! |
Flashfame the gold amulet =+25 ltng pen=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +9% arcane Res.pen +25% lightning +20% acid Melee Ret 10 acid 8 arcane On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +12% acid Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (139). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Adasemina the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +8 Con dps ---------- Crit.mult +16.00% Mind.pwr +12 (+2 eff.) Acc +9 (+2 eff.) Apr +17 ----- def ----- Resists +3% acid +3% darkness Mind.save +11 (+3 eff.) HP.reg +4.00 Disarm- +20% Confus- +17% Knockbk- +20% Amulets make your neck look great! |
Glitterlord the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Dex dps ---------- Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Melee+ 14 light 13 darkness Dmg.mod +10% blight +10% fire +20% light +10% darkness Res.pen +25% arcane Melee Ret 6 light On Melee Ret: * 12% chance to blind * 12% chance to reduce damage dealt by 39% ----- def ----- Resists +5% arcane Amulets make your neck look great! |
enraging voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +9 (+2 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +8% physical ---------- misc Mana/turn +0.40 Max.mana +41.00 Amulets make your neck look great! |
voratun amulet 'Dawndare'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +31 Lck dps ---------- Dmg.mod +3% temporal Acc +29 (+6 eff.) ----- def ----- Defense +29 (+6 eff.) Fatigue -8% Resists +3% temporal +6% nature +6% light Unseen.red 30% HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Beyhad =+15 Acc=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% acid Acc +15 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +3% acid +3% physical Phys.save +8 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Glitterquench0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +8% Dmg.mod +18% light Res.pen +10% acid ----- def ----- Defense +8 (+1 eff.) Rings make your fingers look great! |
Nightnull =-34% ltng=0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +34% lightning +3% darkness Knockbk- +20% Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
psionicist's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Mind.save +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Resists +20% darkness Rings make your fingers look great! |
Ivariatira the Chargenoon0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% nature +9% acid Res.pen +15% darkness +20% acid Melee Ret 4 lightning ----- def ----- Resists +9% lightning +24% nature +12% darkness Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Masteries +0.20 Psionic/Blade offense Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Porata0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Dex dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +25% acid Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +4 Defense +30 (+6 eff.) Resists +6% fire Die.at -60.00 life Rings make your fingers look great! |
Shadowwill0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +5% all Res.pen +5% darkness ----- def ----- Defense +20 (+4 eff.) Resists +9% temporal Mind.save +12 (+3 eff.) 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 28.33 cold and 25.75 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. |
Xanolle0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +20.00% Melee+ 17 physical Ranged+ 17 physical Acc +15 (+4 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 49 On Hit (Ranged): * 11% chance to reduce all saves and defense by 49 ----- def ----- Resists +12% lightning +2% physical Crit.dmg- 15.00% Confus- +20% ---------- misc Hate/m.crit +2.00 Max.stam +20.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
Glintquill =-62% spd=0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +3% nature +3% light Res.pen +15% light On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +26% acid +9% light ---------- misc Light +3 Rings make your fingers look great! |
gladiator's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +3 Cun +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 13 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 49 On Hit (Ranged): * 14% chance to reduce all saves and defense by 49 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
gladiator's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Resists +15% acid +14% fire +12% lightning +16% cold Rings make your fingers look great! |
gold ring 'Coalgash'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str dps ---------- Mind.pwr +30 (+5 eff.) ----- def ----- Resists +5% arcane +15% darkness Crit.dmg- 5.00% Blind- +38% ---------- misc Equi/ret +0.08 Infravis +5 See.Stealth +14 See.Invis +15 Rings make your fingers look great! |
warrior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Armour +10 Defense +10 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Abyssgash0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Phys.crit +5.0% Phys.pwr +15 (+3 eff.) Res.pen +15% fire Acc +31 (+7 eff.) ----- def ----- Armour +14 Defense +20 (+4 eff.) Resists +2% physical Spell.save +16 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Glintresolve =+18 CUN=0.1 T4 ring jewelry [Rare] Master While equipped: Stats +18 Cun +7 Dex dps ---------- Res.pen +29% arcane Melee Ret 10 light ----- def ----- Defense +14 (+3 eff.) Resists +15% light ---------- misc Infravis +3 Rings make your fingers look great! |
Quenchprophet the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex dps ---------- Res.pen +25% cold +28% fire +28% temporal Acc +18 (+4 eff.) ----- def ----- Resists +5% physical +15% nature +9% light Spell.save +9 (+3 eff.) Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Radhegadil0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Dex +6 Mag +7 Wil dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +21 (+7 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness ---------- misc Psi/ret +0.16 Hate/m.crit +3.00 Max.hate +6.00 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Darkwasp0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +19 (+3 eff.) Acc +13 (+3 eff.) Apr +11 ----- def ----- Defense +14 (+3 eff.) Resists +9% darkness Die.at -80.00 life 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! |
Dimmaster the voratun ring =-42% blind=0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex +7 Mag +4 Cun +6 Con dps ---------- Dmg.mod +24% darkness On Hit (Melee): * 23% chance to reduce damage dealt by 39% ----- def ----- Blind- +42% ---------- misc Infravis +6 See.Stealth +24 See.Invis +25 Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal ---------- misc Anom.red +10 Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 90.28 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
savior's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +15 (+4 eff.) Apr +12 ----- def ----- Defense +14 (+3 eff.) Phys.save +16 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +14 (+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! |
voratun ring 'Scorchtreason'0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +7 Mag dps ---------- Spell.pwr +14 (+5 eff.) Res.pen +10% nature +20% fire ----- def ----- Resists +12% cold +9% fire Silence- +99% ---------- misc Mana/turn +0.56 Rings make your fingers look great! |
bloodlich's elven-wood magestaff of protection (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +18.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Resists +12% arcane ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +36.00 Max.N.En +40.00 Talents +1 Command Staff This staff offers 25% bonus, 12% resistance to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of invocation (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +24 (+8 eff.) S.pwr/crit +8 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff This staff offers 30% bonus to fire damage. (included above) Conjure elemental energy in a radius 10 cone, dealing 70.97 to 85.17 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Anikalthoyon the voratun greatsword (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Psionic Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness Against +28% Living While equipped: Stats +3 Cun ----- def ----- Resists +20% light Crit.dmg- 15.66% Spell.save +18 (+6 eff.) Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +10.44 Massive two-handed swords. |
inquisitor's voratun longsword of rage (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Disrupt/Master Power 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 146 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +10 Str dps ---------- Dmg.mod +11% physical Acc +14 (+3 eff.) Sharp, long, and deadly. |
elemental voratun mace of crippling (47-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 47.0 - 65.8 Physical Uses 40% Wil, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 68 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +30% acid Res.pen +25% acid Blunt and deadly. |
Ivayawen the stralite waraxe (28-39 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 28.5 - 39.9 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 acid On Crit: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +7 Mag dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Defense +10 (+2 eff.) Resists +18% fire Mind.save +9 (+2 eff.) Knockbk- +20% ---------- misc Max.vim +52.20 One-handed war axes. |
Life Drinker (42-54 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 40% Wil, 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.76 acid and 12.86 blight damage. If not cleared after five turns it will inflict 73.04 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
voratun dagger 'Lightningsever' (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Psionic Power 37.0 - 48.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +25 mind On Hit.r1 +12 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 21 * 35% chance to reduce all saves and defense by 49 While equipped: Stats +7 Cun +6 Wil dps ---------- Dmg.mod +27% blight Res.pen +10% blight Melee Ret 10 lightning 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 Sharp, short and deadly. |
Cracklewhisper the pulsing mindstar (13-14 power, 32 apr, nature damage) =+12 str=3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 lightning While equipped: Stats +12 Str +2 Dex +7 Cun dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+1 eff.) ----- def ----- Resists +18% acid Spell.save +12 (+4 eff.) Disease- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oozing Heart (17-18 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 148.99 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Seeds of the Black Tree (17-18 power, 26 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Wild-gift/Blaze +0.20 Psionic/Thermal mastery +0.10 Wild-gift/Blizzard Thermal energies are focussed in the core of this mindstar. |
Huh (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +23 blight On Hit: * 23% chance to reduce strength, dexterity, and constitution by 21 While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 10 lightning 10 physical 26 cold 10 fire 8 acid Dmg.mod +20% cold Res.pen +15% blight +20% cold Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +20 Resists +10% lightning +8% physical +10% acid +5% arcane +30% cold +18% mind +9% fire Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) ---------- misc Psi/turn +1.10 Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Meh (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) Melee+ 10 lightning 10 physical 9 cold 9 acid 10 fire Dmg.mod +3% blight +10% physical Res.pen +29% light +7% physical Melee Ret 4 light 6 fire ----- def ----- Resists +10% lightning +20% physical +6% blight +16% fire +8% cold +9% acid Heal.mod +27% Heal/summ +56 ---------- misc Hate/m.crit +6.00 Psi/m.crit +6.00 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. |
creative living mindstar of flames (18-19 power, 39 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +10 (+2 eff.) All.spd +9% Melee+ 11 fire Dmg.mod +7% fire Res.pen +8% fire ----- def ----- Resists +14% 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. |
hungering living mindstar of balance (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 18.0 - 19.8 Mind Uses 90% 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 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.30 Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 276.75 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Floewyrd' (15-16 power, 39 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 15.0 - 16.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +5.0% Atk.spd 100% Melee+ +12 cold Against +0% Undead +0% Demon +0% Horror On Hit.r1 +8 cold On Crit.r2 +16 light +16 blight While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% light +6% cold ----- def ----- Resists +9% cold Heal.mod +21% Heal/summ +57 ---------- 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. |
mitotic living mindstar of balance (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +17.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 78% * 15% chance to reduce armor by 30% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +5 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rotsever the voratun steamsaw (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +109 Melee+ +20 acid +20 cold On Hit: * 20% chance to slow global speed by 78% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +2 Str ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% cold Crit.dmg- 15.00% Max.HP +100.00 ---------- misc Infravis +3 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
impervious voratun steamsaw of evisceration (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Phys.crit +9.0% Phys.pwr +13 (+3 eff.) ----- def ----- Armour +16 Defense +10 (+2 eff.) Fatigue +12% Phys.save +9 (+2 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Kindlelady' (39-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Melee+ +8 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Uses 1.0 Steam While equipped: Stats +11 Mag +10 Wil dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +24% light Res.pen +10% light ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +18% light +6% blight ---------- misc Light +3 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
wrathful voratun steamsaw (41-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 101 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +10% light +12% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Aerekira4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +4 Str +6 Dex +4 Mag +3 Cun +9 Con dps ---------- Dmg.mod +21% acid +18% mind ----- def ----- Defense +15 (+3 eff.) Mind.save +18 (+5 eff.) ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
stormbringer's drakeskin leather sling of piercing4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +30 lightning +5 cold While equipped: dps ---------- Mov.spd +35% Res.pen +24% lightning +20% cold +14% all Acc +13 (+3 eff.) Apr +14 Slings are used to hurl stones or metal shots at your foes. |
Airobeisance the quiver of dragonbone arrows (20/20, 51-72 power, 18 apr)3.0 T5 arrow ammo [Rare] Nature Power 51.5 - 72.1 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Ranged+ +20 lightning +20 temporal +30 nature +12 mind On Hit.r1 +20 lightning +20 temporal +20 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
voratun shield (0 def, 10 armour, 214 block)7.0 T5 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Blindfear' (0 def, 26 armour, 246.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex +3 Wil +9 Cun +5 Con dps ---------- Dmg.mod +6% light Melee Ret 6 light On Melee Ret: * 20% chance to reduce armor by 30% ----- def ----- Armour +25 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of the Worm of Linaniil (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +18 (+6 eff.) ----- def ----- Resists +7% all ---------- misc Mana/turn +0.13 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Psionic/Talent perfection On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dourserpent (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +18 (+6 eff.) S.pwr/crit +7 Dmg.mod +24% blight Res.pen +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 39% * 20% chance to reduce armor by 30% ----- def ----- Resists +9% acid +17% darkness +24% blight +19% mind +15% all Phys.save +15 (+3 eff.) Spell.save +17 (+5 eff.) Mind.save +38 (+9 eff.) Silence- +23% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Neremina' (0 def, 2 armour) =+60% ltng=2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +12 Mag +7 Wil +10 Con dps ---------- Spell.crit +1% S.pwr/crit +2 Dmg.mod +60% lightning +17% physical +30% nature +28% cold ----- def ----- Armour +2 Resists +59% lightning +12% cold +3% fire +15% all Poison- +37% Disease- +34% Disarm- +20% ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of frost (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Dmg.mod +30% cold ----- def ----- Resists +15% all +45% cold Mind.save +29 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearforged stralite mail armour of implacability (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +12% Resists +10% fire -18% light +9% darkness Phys.save +21 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) A suit of armour made of mail. |
Rimenaught (5 def, 20 armour) =+20% mind pen=14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +15% physical Res.pen +25% acid +15% cold +20% mind ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +12% Resists +28% cold Die.at -40.00 life A suit of armour made of mail. |
stralite plate armour 'Glitterpyre' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Str +4 Cun +6 Con dps ---------- Dmg.mod +24% light Melee Ret 10 acid ----- def ----- Armour +13 Fatigue +22% Resists +15% light HP.reg +6.80 ---------- misc Stam/turn +2.10 See.Invis +9 A suit of armour made of metal plates. |
Silosena the Brandswift (13 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +12% fire Res.pen +5% fire Melee Ret 8 mind ----- def ----- Armour +26 Defense +13 (+2 eff.) Fatigue +22% Resists +9% physical +8% arcane +3% nature Phys.save +24 (+5 eff.) Spell.save +23 (+7 eff.) Mind.save +22 (+5 eff.) ---------- misc Max.psi +30.00 A suit of armour made of metal plates. |
searing voratun plate armour of acid resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 12 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +16 Fatigue +22% Resists +49% acid +29% fire A suit of armour made of metal plates. |
Ebonypierce the rough leather belt =-10% blind +5% mind pen=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +3% darkness Res.pen +5% mind ----- def ----- Armour +2 Resists +9% acid +9% mind Phys.save +6 (+2 eff.) Blind- +10% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Areldavea the Stormknave (6 def, 0 armour) =+15% ltng pen=2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% lightning +15% physical Apr +1 ----- def ----- Defense +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormcast the linen cloak (1 def, 0 armour) =+20% fire pen=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +1 Mag +1 Wil +3 Cun +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +20% fire ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Betheramina' (1 def, 0 armour) =+7 WIL +5% mind pen=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Mind.save +21 (+5 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sepsisrigor' (1 def, 0 armour) =+18% mind SLOW SAVE=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +18% mind +3% cold On Hit (Melee): * 20% chance to slow global speed by 78% * 10% chance to reduce all saves and defense by 49 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Balumavor' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Mind.crit +8% Crit.mult +10.00% Res.pen +10% mind Melee Ret 4 acid ----- def ----- Defense +2 (+0 eff.) Resists +0% lightning Spell.save +10 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.mana +57.00 Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earothel the Searkiss (3 def, 0 armour) =+10% mind save=2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +4 Mag +6 Wil +4 Con dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +6 (+2 eff.) Dmg.mod +12% arcane Res.pen +15% arcane +10% mind ----- def ----- Defense +3 (+0 eff.) Resists +12% fire +9% darkness +3% light Spell.save +27 (+8 eff.) ---------- misc Stam/turn +1.20 Max.mana +123.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Zuburiara' (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Str +4 Con dps ---------- Crit.mult +20.00% Mind.pwr +31 (+5 eff.) S.pwr/crit +6 Dmg.mod +6% mind ----- def ----- Defense +3 (+0 eff.) Phys.save +15 (+3 eff.) Max.HP +110.00 ---------- misc Psi/ret +0.28 Mana/s.crit +2.00 Hate/m.crit +3.00 Max.vim +52.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerovea the Cinderclamor (0 def, 1 armour) =+21 enc=2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Resists +9% fire Phys.save +6 (+2 eff.) Blind- +20% Cut- +10% Silence- +10% Disarm- +10% ---------- misc Max.enc +21 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Cleansepunish the pair of hardened leather boots (0 def, 3 armour) =+25% ntr pen=2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +6 Dex dps ---------- Dmg.mod +18% acid Res.pen +25% nature ----- def ----- Armour +3 Stealth +10 Max.HP +100.00 Stun/Frz- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Goroharazilavor the Deepsbearer (0 def, 10 armour) =spd=3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Mov.spd +25% Res.pen +15% light +5% darkness Melee Ret 6 light ----- def ----- Armour +10 Fatigue +3% Resists +7% acid +3% darkness +7% fire +7% cold +5% lightning ---------- misc Infravis +2 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 'Gloredhenn' (0 def, 7 armour) =strife=3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+1 eff.) Res.pen +7% physical Apr +4 ----- def ----- Armour +7 Fatigue +3% Resists +3% blight +12% temporal ---------- misc Infravis +3 Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorpionmire (0 def, 2 armour) =-18% blight +5% ntr pen=1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 19 mind 25 darkness Res.pen +5% nature On Hit (Melee): * 13% chance to reduce all saves and defense by 49 ----- def ----- Armour +2 Resists +12% acid +18% blight +6% lightning +5% arcane +9% nature Mind.save -11 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 270.03 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Swampqueller' (30 def, 3 armour) =+20% ntr pen=1.0 T4 hands armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +30 (+6 eff.) Melee+ 10 fire Dmg.mod +9% physical +10% fire Res.pen +20% nature Apr +5 ----- def ----- Armour +3 Defense +30 (+6 eff.) Resists +9% fire Phys.save +9 (+2 eff.) Die.at -40.00 life 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. |
Elenymas the Treesorrow (0 def, 3 armour) =+20% ntr pen=1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 nature Dmg.mod +6% nature Res.pen +20% nature Acc +12 (+3 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +8% nature +5% arcane +6% darkness Spell.save +11 (+4 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Lightsorrow the drakeskin leather hat (0 def, 9 armour)2.0 T5 head armor [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +5% Resists +15% temporal +18% nature +9% light Spell.save +6 (+2 eff.) Die.at -60.00 life Stun/Frz- +20% ---------- misc Stam/ret +3.00 Equi/ret +3.00 A hat made of leather. Very stylish. |
Erelorach the Filthstreak (0 def, 3 armour) =depths=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +0 Cun +5 Dex dps ---------- Dmg.mod +6% nature +9% acid Melee Ret 10 acid ----- def ----- Armour +3 Fatigue +3% Resists +12% acid +9% fire +15% darkness +9% cold ---------- misc Infravis +5 Breathe water A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Nerigatha (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Wil +10 Cun dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +5% temporal ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +8% physical +8% temporal +9% lightning Phys.save +7 (+2 eff.) Mind.save +10 (+2 eff.) A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Toretir (11 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Cun +5 Con dps ---------- Crit.mult +21.07% Spell.pwr +10 (+3 eff.) Dmg.mod +6% arcane +9% mind Res.pen +10% blight Acc +8 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+2 eff.) Fatigue +5% Resists +14% lightning +12% temporal Phys.save +12 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +15 (+4 eff.) 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 hat made of leather. Very stylish. |
Zubedheldatira the Lustrenaught (0 def, 5 armour) =+25% ltng pen=2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning +20% light On Hit (Melee): * 20% chance to reduce damage dealt by 39% ----- def ----- Armour +5 Fatigue +5% Resists +24% lightning +40% light +20% darkness ---------- misc Light +3 A hat made of leather. Very stylish. |
miner's drakeskin leather cap of precognition (10 def, 11 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +10 (+2 eff.) Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Arcspiker the dwarven-steel helm (0 def, 4 armour) =+25% ltng pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Wil +3 Cun dps ---------- Mind.crit +3% Crit.mult +20.00% Dmg.mod +12% lightning Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +4% Resists +6% temporal ---------- misc Hate/m.crit +2.00 Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 625.0 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
mindcaging dwarven-steel helm of trickery (0 def, 4 armour) =-28% conf=3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +13% mind Mind.save +15 (+4 eff.) Confus- +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
2 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
275 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. |
45 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Blazepassion =+15% ltng pen=2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% lightning +20% acid ----- def ----- Resists +9% acid +6% lightning Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Elenestir the Duskterror =+10% mind pen=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +10% mind Melee Ret 6 darkness ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Max.psi +40.00 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. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Aravea the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Cun +3 Con dps ---------- Dmg.mod +12% physical Acc +4 (+1 eff.) ----- def ----- Defense +20 (+4 eff.) ---------- misc Max.stam +10.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 446.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Ragadudil the steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% blight +3% darkness +3% mind Heal.mod +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Reduce 2 talent CDs by 2. Fatigue - 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cloudsnake [power 3] (25 cooldown) =+25% ltng pen=2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% acid Res.pen +25% lightning Melee Ret 10 nature ----- def ----- Resists +15% acid +30% lightning Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Dmg.mod: + 25% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Khelagostir [power 285] (15 cooldown) =mindblast=2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Melee Ret 6 blight ----- def ----- Armour +6 Resists +9% acid +6% fire +12% temporal Phys.save +12 (+3 eff.) Blast the opponent's mind dealing 384 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Cleanse 2 disease/wound/poison. Torques are made by powerful psionics to store psionic powers. |
Cyreraba the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Defense +20 (+4 eff.) Resists +5% arcane Pinning- +10% ---------- misc Equi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Reduce 1 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 218] (12 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Firesaw' [power 260] (15 cooldown) =+15% mind pen=2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% mind +9% fire Res.pen +15% mind ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Sting an enemy dealing 322 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Reduce 2 talent CDs by 2. Increase 1 buffs' duration by 2. Natural totems are made by powerful wilders to store nature power. |
Fuluhek the Searpierce [power 302] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% arcane +20% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (474 total damage) Puts all charms on 15 cooldown Cleanse 2 disease/wound/poison. Reduce 2 talent CDs by 2. Gain 19% evasion for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Harigoldil the yew wand of shielding [power 248] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +4 ---------- misc Equi/ret +0.04 Max.mana +80.00 Wards +3 darkness +3 cold +4 light +3 fire Talents +1 Ward Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Reduce 2 talent CDs by 2. Cleanse 1 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayumira [power 452] (20 cooldown) =shielding=2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +9 Dex +2 Mag +2 Con ----- def ----- Crit.dmg- 15.00% Create a shield absorbing up to 452 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Cleanse 2 disease/wound/poison. Reduce 3 talent CDs by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Bilepanic' [power 560] (15 cooldown) =+20% ntr pen=2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% nature On Hit (Melee): * 23% chance to slow global speed by 78% ----- def ----- Resists +6% lightning +34% fire +5% arcane +18% light Spell.save +20 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 175 lightning damage and will be dazed for 1 turn (879 total damage) Puts all charms on 15 cooldown Cleanse 3 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of lightning storm [power 524] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 164 lightning damage and will be dazed for 1 turn (822 total damage) Puts all charms on 15 cooldown Heal for 79. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Tofek the Dwarf Harbinger level 37
14th Steel 123rd year of Ascendancy at 10:37 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Tofek the Dwarf Harbinger level 37
12nd Steel 123rd year of Ascendancy at 14:38 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Tofek the Dwarf Harbinger level 44
20th Gold 123rd year of Ascendancy at 17:11 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tofek the Dwarf Harbinger level 50
30th Profit 123rd year of Ascendancy at 01:21 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Tofek the Dwarf Harbinger level 41
15th Gold 123rd year of Ascendancy at 16:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tofek the Dwarf Harbinger level 29
13rd Loss 122nd year of Ascendancy at 07:07 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Tofek the Dwarf Harbinger level 39
20th Steel 123rd year of Ascendancy at 10:05 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Tofek the Dwarf Harbinger level 34
7th Steel 123rd year of Ascendancy at 20:07 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Tofek the Dwarf Harbinger level 30
27th Iron 123rd year of Ascendancy at 09:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tofek the Dwarf Harbinger level 24
22nd Wealth 122nd year of Ascendancy at 17:26 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tofek the Dwarf Harbinger level 41
32nd Steel 123rd year of Ascendancy at 00:19 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Tofek the Dwarf Harbinger level 23
22nd Wealth 122nd year of Ascendancy at 13:52 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 Tofek the Dwarf Harbinger level 26
27th Wealth 122nd year of Ascendancy at 14:48 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Tofek the Dwarf Harbinger level 40
28th Steel 123rd year of Ascendancy at 16:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tofek the Dwarf Harbinger level 10
2nd Acquisition 122nd year of Ascendancy at 20:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tofek the Dwarf Harbinger level 20
3rd Wealth 122nd year of Ascendancy at 14:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Tofek the Dwarf Harbinger level 30
18th Iron 123rd year of Ascendancy at 11:07 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Tofek the Dwarf Harbinger level 40
27th Steel 123rd year of Ascendancy at 17:32 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Tofek the Dwarf Harbinger level 50
24th Voratun 123rd year of Ascendancy at 05:05 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Tofek the Dwarf Harbinger level 30
19th Iron 123rd year of Ascendancy at 22:45 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tofek the Dwarf Harbinger level 29
17th Loss 122nd year of Ascendancy at 00:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tofek the Dwarf Harbinger level 37
17th Steel 123rd year of Ascendancy at 03:35 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Tofek the Dwarf Harbinger level 41
11st Gold 123rd year of Ascendancy at 18:28 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Tofek the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 14:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tofek the Dwarf Harbinger level 6
29th Voratun 122nd year of Ascendancy at 03:06 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tofek the Dwarf Harbinger level 15
26th Profit 122nd year of Ascendancy at 01:02 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tofek the Dwarf Harbinger level 45
13rd Stralite 123rd year of Ascendancy at 01:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tofek the Dwarf Harbinger level 26
27th Wealth 122nd year of Ascendancy at 15:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tofek the Dwarf Harbinger level 15
31st Profit 122nd year of Ascendancy at 11:45 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Tofek the Dwarf Harbinger level 50
26th Profit 123rd year of Ascendancy at 05:12 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tofek the Dwarf Harbinger level 36
11st Steel 123rd year of Ascendancy at 20:42 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Tofek the Dwarf Harbinger level 28
8th Dearth 122nd year of Ascendancy at 13:13 see stats
Log
Digging starts...
Dug for 0 turns (stop reason: hostile spotted to the north (Nerywyn the orc cryomancer)).
Nerywyn the orc cryomancer calms down.
Nerywyn the orc cryomancer casts Illuminate.
Tofek loses sight!
Something hits Tofek for (36 resonance), 36 light (37 total damage).
Thorn Grab from Tofek hits Nerywyn the orc cryomancer for 87 nature damage.
Something hits Tofek for (168 resonance), 168 arcane (168 total damage).
Tofek hits Something for 75 physical damage.
Arcane Vortex from Nerywyn the orc cryomancer hits Tofek for (52 resonance), 52 arcane (52 total damage).
Something hits Tofek for (336 resonance), 336 arcane (337 total damage).
Something hits Tofek for (26 resonance), 26 arcane (26 total damage).
Tofek's mind surges with critical power!
Talent Foreshock is ready to use.
Talent Resilience of the Dwarves is ready to use.
Tofek hits Something for 50 fire, 127 physical (179 total damage).
Arcane Vortex from Nerywyn the orc cryomancer hits Tofek for (104 resonance), 104 arcane (105 total damage).
Your resonance field crumbles under the damage!
The psychic field around Tofek crumbles.
Tofek's mind surges with critical power!
Tofek hits Something for 50 fire, 127 physical (179 total damage).
Arcane Vortex from Nerywyn the orc cryomancer hits Tofek for (34 resonance), 212 arcane (213 total damage).
Tofek resists!
Something hits Tofek for 219 arcane damage.
Something hits Tofek for 845 arcane damage.
Tofek the level 50 dwarf harbinger was imploded to death by Nerywyn the orc cryomancer on level 2 of Vor Pride.































































































































































