











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Improved Auto-explore and Rest 1.6.5Quality 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. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 19 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Signal at level 19 on the 32nd Haze 122nd year of Ascendancy at 03:17 / 1 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 27 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 61 (base 47) |
| Willpower | 24 (base 12) |
| Cunning | 50 (base 34) |
Resources
| Mana | 278/278 |
| Psi | 50/84 |
| Life | -209/381 |
| Positive | 104/104 |
| Stamina | 169/169 |
| Insanity | 98/100 |
| Healing Factor | 1.0714285714286 |
| Regeneration | 0.26785714285714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50.000000000001% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 39 |
| Crit Chance | 30% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +12% |
| Light | +11% |
| Cold | +12% |
| Darkness | +16% |
| Arcane | +22% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +25% |
| Fire | +7% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (35.629139072848%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 7 |
| Physical Save | 24 |
| Spell Save | 24 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
Class Talents
| Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Arcane Combat |
| talent | Skate |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 197.16 fire damage per turn. Burning |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, taking 14.64 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| beneficial effect | Increases global speed by 10%. Quick |
| beneficial effect | The target's combat attack and crit chance are improved by 11 and 6%, respectively. Perfect control |
| detrimental effect | The target is startled after being strangely missed by a shot. The next shot it takes will deal 337% more damage. Startled |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Stormfront (136% power, 15 apr)3.0 T2 battleaxe 1H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| Light source | Smolderwrither2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Resists +3% lightning Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Veleriatta the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% physical +3% light +6% temporal +3% mind +12% acid Phys.save +6 (+3 eff.) A hat made of leather. Very stylish. |
| On feet | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (63 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (109 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 2/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Cystsmasher0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +10% nature ----- def ----- Resists +3% fire +22% nature +3% temporal Die.at -80.00 life Rings can have magical properties. |
| On fingers | copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
| Around neck | Amoneg the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Con ----- def ----- Resists +3% temporal +3% light +3% nature Crit.dmg- 10.00% ---------- misc Masteries +0.10 Demented/Controlled horrors Amulets can have magical properties. |
| In main hand | Dimblow the steel waraxe (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 119% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 17% * Create an explosion dealing 79 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +8% fire Res.pen +5% darkness +7% fire Melee Ret 6 cold One-handed war axes. |
| On hands | Ebonyobsidian (0 def, 2 armour)1.5 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +11% light +6% darkness Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +3% Resists +15% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Gloryrin1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Cun +3 Wil dps ---------- Spell.pwr +2 (+0 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.dmg- 5.00% Mind.save +6 (+3 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
| Cloak | Unlightroar (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Res.pen +10% physical Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
medical injector implant (efficiency 113% / cooldown 70%)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 113% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the psychic (res 20%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the sneak (damage 203; 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 unleash a cone dealing 203.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
savior's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +9 (+3 eff.) Melee+ 17 fire Dmg.mod +15% physical ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kindlespitter the yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +6.0% Spell.crit +13% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Spell.pwr +20 (+6 eff.) Dmg.mod +29% fire Acc +8 (+3 eff.) ----- def ----- Resists +6% lightning +9% cold +3% light HP.reg +0.80 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +14 (+4 eff.) Dmg.mod +20% fire ---------- misc Vim/s.crit +2.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of wizardry (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil +5 Con dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.70 Heal.mod +13% ---------- misc Max.mana +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of channeling (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +18 (+6 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
thought-forged dwarven-steel battleaxe of massacre (149% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 149% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 mind On Hit: * 17% chance to reduce all saves and defense by 20 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
acidic steel greatsword (123% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 123% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed swords. |
plaguebringer's steel greatsword (122% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 122% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +18% Massive two-handed swords. |
acidic dwarven-steel greatsword of paradox (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 145% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 temporal On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
dwarven-steel greatsword of phasing (143% power, 16 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 144% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +3.5% Atk.spd 100% Phasing +17% Massive two-handed swords. |
balanced steel longsword (114% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 114% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Sharp, long, and deadly. |
flaming steel longsword of crippling (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 111% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Bregehor the Unlightwasp (105% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 106% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Con +7 Wil dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +9% darkness Max.HP +28.00 Blunt and deadly. |
Uruldir the steel mace (113% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Psionic Power 113% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 mind +5 darkness Against +7% Living On Hit: * 13% chance to reduce all saves and defense by 20 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Cun +1 Wil ----- def ----- Resists +3% lightning +3% cold +6% light Blunt and deadly. |
acidic steel mace of crippling (104% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 105% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
balanced steel mace of daylight (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +5% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +27% Blunt and deadly. |
steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Hailterror (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 110% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 mind On Hit.r1 +12 darkness +12 cold On Hit: * 16% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +15% cold ----- def ----- Resists +3% darkness ---------- misc Light +2 One-handed war axes. |
balanced steel waraxe of massacre (119% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 120% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +23% One-handed war axes. |
balanced steel waraxe of vileness (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 105% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +25% One-handed war axes. |
steel waraxe of erosion (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 111% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature One-handed war axes. |
thought-forged steel waraxe of paradox (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 109% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 mind +5 temporal On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +9% temporal One-handed war axes. |
Poltergeist's Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Defense +4 (+2 eff.) Resists +10% blight +10% fire Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Mag, 33% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 105% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
steel dagger of shearing (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 106% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +5 (+2 eff.) Apr +6 Sharp, short and deadly. |
dwarven-steel dagger of crippling (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 122% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
Grinaromilin the vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +4% darkness Res.pen +15% blight ----- def ----- Phys.save +6 (+3 eff.) Max.HP +80.00 Confus- +10% Stun/Frz- +10% Teleport- +10% ---------- 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. |
Lavabore (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 blight While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) Dmg.mod +9% blight Res.pen +10% lightning Melee Ret 4 fire ----- def ----- Resists +3% blight +3% 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. |
Lightningscar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 lightning While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +7% mind +15% lightning ---------- misc Psi/m.crit +2.00 Max.vim +20.00 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. |
vined mindstar of clarity (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +20.00 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. |
hateful thorny mindstar of sand (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 physical Dmg.mod +9% physical +5% mind +5% darkness Res.pen +7% physical +7% mind +6% darkness ----- def ----- Resists +6% physical ---------- misc Max.hate +3.00 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. |
acidic steel steamsaw of mind resistance (+11%) (110% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Psionic/Steamtech Power 110% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% mind ---------- misc Talents +1 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! |
shocking steel steamsaw of purity (108% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 108% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Melee+ 9 lightning Melee Ret 1 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% nature +11% blight ---------- misc Talents +1 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! |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Urayathel4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Cun +4 Mag dps ---------- Res.pen +25% arcane +8% physical ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
Anirach the steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +8 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Uses 2.0 Steam While equipped: Stats +5 Str +3 Dex +4 Mag +5 Wil +5 Cun +6 Con dps ---------- Phys.crit +3.0% Res.pen +5% blight Acc +6 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mage-hunter's steel steamgun of dampening4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Disrupt/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) On Hit (Ranged): * 5 arcane resource burn ----- def ----- Resists +9% acid +7% lightning +8% cold +8% fire +3% all Spell.save +5 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun of tinkering (+2)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Steampwr +6 (+3 eff.) ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Acc +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of steel shots (20/20, 130% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 131% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 20 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of daylight (21/21, 154% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane Power 155% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +5 light Against +10% Undead Shots are used with slings to pummel your foes to death. |
Lightswift the steel shield (0 def, 7 armour, 65.5 block)7.0 T2 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% fire Melee Ret 8 arcane ----- def ----- Armour +7 Fatigue +8% Resists +6% light ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of temporal resistance (+11%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +11% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of shrapnel (0 def, 4 armour, 41 block)7.0 T2 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of reflection (0 def, 6 armour, 79.5 block)7.0 T3 shield armor [Ego] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of temporal resistance (+12%) (0 def, 10 armour, 125 block)7.0 T3 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe 'Armihad' (10 def, 2 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +3 Con dps ---------- Res.pen +10% acid ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.13 Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Uregar' (5 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +11% fire ----- def ----- Defense +5 (+3 eff.) Resists +6% lightning +16% fire +6% temporal +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Furnacestar (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +7% Phys.pwr +20 (+7 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +12% fire Res.pen +15% fire ----- def ----- Resists +9% all ---------- misc Stam/turn +2.00 Mana/turn +0.16 Max.mana +43.00 Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +14% mind Res.pen +6% mind ----- def ----- Resists +11% all ---------- misc Psi/turn +0.53 Max.psi +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% all Phys.save +15 (+7 eff.) Spell.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.78 to 131.33 lightning damage (87.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
duelist's cured leather armour (8 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +7 Defense +8 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +12 (+6 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% temporal HP.reg +3.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Ravengash (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +3 A suit of armour made of mail. |
Urodurion (2 def, 6 armour)14.0 T2 heavy armor [Rare] Psionic While equipped: Stats +2 Dex +3 Mag +5 Wil +1 Con dps ---------- S.pwr/crit +4 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +7% mind Mind.save +10 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of mail. |
Zubysekira (2 def, 6 armour)14.0 T2 heavy armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% arcane +2% physical Spell.save +12 (+6 eff.) Die.at -20.00 life A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 12 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of temporal resistance (2 def, 14 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +16% temporal A suit of armour made of mail. |
prismatic steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal +12% light +12% darkness A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
Silita the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Rare] Arcane While equipped: Stats +5 Cun +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% light +12% darkness ---------- misc Light +3 Infravis +2 A suit of armour made of metal plates. |
prismatic steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning +12% light +11% darkness A suit of armour made of metal plates. |
Aeravea1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% light +5% arcane D.Red.from +18% Summoned Spell.save +3 (+2 eff.) Max.HP +20.00 A belt that goes around your waist. |
Emeriavea the Lightningvalor1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +3% fire +6% darkness HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Duvurath the linen cloak (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +11 (+6 eff.) Resists +10% nature +11% blight Crit.dmg- 5.00% HP.reg +6.00 Heal.mod +11% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ivida' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +1 Crit.dmg- 5.00% Phys.save +15 (+7 eff.) Mind.save +11 (+6 eff.) Confus- +10% ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +11 (+6 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 45% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% darkness 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. |
Zubowen the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +15 (+8 eff.) Melee+ 8 nature Dmg.mod +4% nature Apr +6 ----- def ----- Armour +2 Resists +7% nature Phys.save +6 (+3 eff.) ---------- misc Psi/ret +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Glowthorn' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +4.0% Res.pen +10% light Acc +31 (+11 eff.) Apr +8 ----- def ----- Armour +2 Resists +9% light Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
heroic iron gauntlets of strength (+2) (0 def, 4 armour)1.5 T1 hands armor [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +41.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Unrazilasta (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% acid Acc +13 (+5 eff.) Melee Ret 8 acid 2 blight On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +2 Fatigue +3% Resists +9% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Tulidunamas' (21 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Armour +4 Defense +21 (+10 eff.) Resists +6% lightning +6% temporal Phys.save +3 (+1 eff.) ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
grounding hardened leather hat of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +6% temporal ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
Camesta (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +2 Mag dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% mind +6% blight ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
6 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. |
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. |
308 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of stinging [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 189 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (203 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By King of Town the Cornac Adventurer level 16
30th Dusk 122nd year of Ascendancy at 08:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By King of Town the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 16:23 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By King of Town the Cornac Adventurer level 17
64th Dusk 122nd year of Ascendancy at 09:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By King of Town the Cornac Adventurer level 12
3rd Flare 122nd year of Ascendancy at 11:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By King of Town the Cornac Adventurer level 12
5th Dusk 122nd year of Ascendancy at 19:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By King of Town the Cornac Adventurer level 16
14th Dusk 122nd year of Ascendancy at 04:43 see stats
Log
Curse of Death from Poltergeist Signal hits King of Town's temporal clone for (1 shared) damage.
Curse of Death from Poltergeist Signal hits King of Town for 10 darkness damage.
Burning from Poltergeist Signal hits King of Town's temporal clone for (16 shared) damage.
Burning from Poltergeist Signal hits King of Town for 140 fire damage.
King of Town's Beyond the Flesh hits Poltergeist Signal for 140 darkness, 5 light (145 total damage).
--------------------------------
King of Town uses Quick as Thought.
King of Town speeds up.
Your summoned King of Town's temporal clone disappears.
--------------------------------
King of Town activates Constrict.
King of Town ignites his Anti-Gravity Boots, creating a blast of fire that launches him in the air!
King of Town lands in a firey explosion!
Curse of Death from Poltergeist Signal hits King of Town for 11 darkness damage.
Burning from Poltergeist Signal hits King of Town for 156 fire damage.
Talent Barrier is ready to use.
Talent Stealth is ready to use.
Burning from Poltergeist Signal hits King of Town for 156 fire damage.
King of Town the level 19 cornac adventurer was roasted to death by a Poltergeist Signal on level 2 of Ruined halfling complex.
--------------------------------
King of Town stops burning.
King of Town overcomes the gloom.
King of Town deactivates Augmentation.
King of Town deactivates Kinetic Shield.
King of Town is no longer cursed.
King of Town deactivates Skate.
King of Town slows down.
King of Town deactivates Arcane Combat.
King of Town deactivates Beyond the Flesh.
























































































































