Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. 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 Roguelike |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Wanderer |
Level / Exp | 34 / 96% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 68 (base 45) |
Constitution | 85 (base 60) |
Magic | 27 (base 15) |
Willpower | 22 (base 15) |
Cunning | 38 (base 15) |
Resources
Life | 1444/1444 |
Stamina | 266/266 |
Steam | 100/100 |
Healing Factor | 1.7317726352504 |
Regeneration | 65.374416980703 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +110% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 24 |
See Invisible | 27 |
Offense: Mainhand
Damage | 121 |
Accuracy | 63 |
Crit Chance | 34% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 93 |
Accuracy | 63 |
Crit Chance | 34% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +44% |
Nature | +29% |
Blight | +38% |
Physical | +47% |
Mind | +32% |
All | +20% |
Offense: Damage Penetration
Blight | +20% |
Darkness | +8% |
Mind | +30% |
Defense: Base
Armour (hardiness) | 42.696069162037 (70.706312323954%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 29 |
Physical Save | 41 |
Spell Save | 29 |
Mental Save | 30 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 43%( 70%) |
Physical | + 21%( 70%) |
Cold | + 52%( 70%) |
All | + 14%( 70%) |
Darkness | + 30%( 70%) |
Light | + 22%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 34%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 44% |
Stun Resistance | 29% |
Disarm Resistance | 45% |
Poison Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 583 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 186 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Dread | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.28 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Overheat Saws |
talent | Tempest of Metal |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 28 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | 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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Constitution 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. | active |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Puremoon the pair of rough leather boots (20 def, 1 armour) Puremoon the pair of rough leather boots (20 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +1 Defense +20 (+6 eff.) Resists +6% fire +6% cold Crit.chn- 5.00% HP.reg +4.00 Disarm- +20% A pair of boots made of leather. |
Light source | alchemist's lamp 'Chodil' alchemist's lamp 'Chodil'1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +3% acid +7% fire +9% light Heal.mod +5% Blind- +65% Confus- +44% ---------- misc Light +13 See.Stealth +24 See.Invis +27 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethyrin the Starzeal (0 def, 3 armour) Bethyrin the Starzeal (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% Max.HP +60.00 HP.reg +4.00 Poison- +10% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Lisana the Hailmarrow (0 def, 2 armour) Lisana the Hailmarrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +27% physical Acc +7 (+2 eff.) Apr +2 Melee Ret 4 cold ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +25% ---------- misc Max.stam +20.00 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. |
Tool | Hettigador the Icequake (dig speed 38 turns) Hettigador the Icequake (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str ----- def ----- Fatigue -5% Resists +6% cold +1% physical Die.at -80.00 life Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shimmerkarma the gold ring Shimmerkarma the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +18% blight Res.pen +20% blight Melee Ret 2 lightning ----- def ----- Resists +15% blight Spell.save +14 (+7 eff.) HP.reg +4.00 Stun/Frz- +29% ---------- misc Max.stam +17.00 Rings make your fingers look great! |
On fingers | Erudomathad Erudomathad0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Max.HP +46.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | Tarremnir the gold amulet Tarremnir the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +9 Cun +9 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Res.pen +5% mind ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.60 Masteries +0.28 Spell/Stone alchemy Amulets make your neck look great! |
In main hand | icy stralite steamsaw of massacre (38-56 power, 0 apr) icy stralite steamsaw of massacre (38-56 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 37.5 - 56.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: dps ---------- Melee+ 18 cold Melee Ret 7 ice ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 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! |
Around waist | Murkpunish Murkpunish1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck ----- def ----- Armour +4 Resists +12% nature Stealth +7 Max.HP +80.00 HP.reg +4.00 ---------- misc T.Disarm +14 Infravis +5 A belt that goes around your waist. |
In off hand | hateful stralite steamsaw of evisceration (32-47 power, 0 apr) hateful stralite steamsaw of evisceration (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Melee+ +13 darkness Against +13% Living On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 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! |
Cloak | Earthvortex the cashmere cloak (2 def, 0 armour) Earthvortex the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +24% darkness +6% nature Res.pen +8% darkness ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +18% nature +19% darkness Spell.save +7 (+4 eff.) Mind.save +10 (+5 eff.) Stealth +9 HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel mail armour 'Glintbraze' (13 def, 15 armour) dwarven-steel mail armour 'Glintbraze' (13 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +15 Defense +13 (+4 eff.) Fatigue +12% Resists +8% acid +7% physical +6% blight +10% fire +8% lightning +32% cold Die.at -80.00 life Disease- +20% ---------- misc Light +2 A suit of armour made of mail. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10) steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 236; cd 15) healing infusion of the titan (heal 236; 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 instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 282; 16 cd) regeneration infusion of the wizard (heal 282; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 282 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 2; cd 10) wild infusion (res 16%; physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns) Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 285.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 155; dur 4; cd 22) biting gale rune (damage 155; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 154.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 202; dur 4; cd 21) biting gale rune (damage 202; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 201.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 13%; move 49%; dur 5; cd 21) ethereal rune (power 13; resist 13%; move 49%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 49% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 18; resist 23%; move 58%; dur 5; cd 17) ethereal rune of the psychic (power 18; resist 23%; move 58%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 58% faster, and you are invisible (power 18). 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. |
ethereal rune of the warrior (power 21; resist 37%; move 39%; dur 5; cd 22) ethereal rune of the warrior (power 21; resist 37%; move 39%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 39% faster, and you are invisible (power 21). 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. |
shatter afflictions rune of the sneak (absorb 65; cd 15) shatter afflictions rune of the sneak (absorb 65; 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 65 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 242; dur 5; cd 16) shielding rune (absorb 242; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 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 242 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 358; dur 4; cd 14) shielding rune of the warrior (absorb 358; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour 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. |
4 schematic: Acid Groove 4 schematic: Acid Groove0.1 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. |
4 schematic: Alchemist's Helper 4 schematic: Alchemist's Helper0.1 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: Antimagic Shell 3 schematic: Antimagic 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: Armour Reinforcement 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. |
3 schematic: Back Support 3 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. |
schematic: Botanical Shell schematic: Botanical 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: Brain Cap schematic: Brain Cap0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell 4 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. |
3 schematic: Crystal Edge 3 schematic: Crystal 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. |
2 schematic: Crystal Plating 2 schematic: Crystal Plating0.1 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 Field 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. |
3 schematic: Explosive Shell 3 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. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 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: Fiery Salve schematic: Fiery 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. |
2 schematic: Fireproof Coating 2 schematic: Fireproof 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. |
schematic: Flare Shell schematic: Flare 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: Flash Powder 3 schematic: Flash Powder0.1 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: Focus Lens 3 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. |
3 schematic: Frost Salve 3 schematic: Frost 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. |
5 schematic: Fungal Web 5 schematic: Fungal Web0.1 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: Grounding Strap 2 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: Hand Cannon schematic: Hand Cannon0.1 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: Headlamp schematic: Headlamp0.1 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: Healing Salve 3 schematic: Healing 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. |
2 schematic: Hook Shell 2 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: Iron Grip 3 schematic: Iron Grip0.1 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: Itching Powder 2 schematic: Itching Powder0.1 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 Stabiliser 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. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 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: Magnetic Shell 2 schematic: Magnetic 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: Mana Coil 3 schematic: Mana Coil0.1 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 Stimulator 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. |
3 schematic: Moss Tread 3 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. |
3 schematic: Pain Suppressor Salve 3 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. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 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: Razor Edge 3 schematic: Razor 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: Rocket Boots 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. |
2 schematic: Rustproof Coating 2 schematic: Rustproof 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. |
4 schematic: Saw Projector 4 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. |
3 schematic: Saw Shell 3 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: Second Skin 2 schematic: Second Skin0.1 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 Touch 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 Shell 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. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 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: Spring Grapple 2 schematic: Spring Grapple0.1 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. |
5 schematic: Steamgun 5 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. |
4 schematic: Steamsaw 4 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. |
4 schematic: Thunder Grenade 4 schematic: Thunder Grenade0.1 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. |
5 schematic: Thunderclap Coating 5 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. |
4 schematic: Toxic Cannister Launcher 4 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. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force 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. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 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: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 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 Shell 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. |
4 schematic: Water Salve 4 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. |
2 schematic: Waterproof Coating 2 schematic: Waterproof 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: White Light Emitter 3 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. |
4 schematic: Winterchill Edge 4 schematic: Winterchill 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. |
Aryvor the Prismglamour Aryvor the Prismglamour0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +10% light On Hit (Melee): * 10% chance to slow global speed by 44% * 10 arcane resource burn ----- def ----- Resists +3% darkness +14% blight +6% fire +25% nature +12% mind Spell.save +3 (+2 eff.) Poison- +28% Disease- +30% Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Eremidur Eremidur0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +2 Str dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +2% physical +3% mind +15% cold Unseen.red 11% ---------- misc Light +2 Amulets make your neck look great! |
savior's gold amulet of manastreaming savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +15 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +11 (+5 eff.) ---------- misc Mana/turn +0.18 Max.mana +26.00 Amulets make your neck look great! |
warrior's copper amulet warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Pusquell Pusquell0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +30% nature Res.pen +20% darkness +10% lightning Melee Ret 4 lightning ----- def ----- Armour +14 Resists +12% darkness Rings make your fingers look great! |
copper ring 'Growvile' copper ring 'Growvile'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +11% cold Res.pen +15% acid +20% mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% nature +22% cold Rings make your fingers look great! |
psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Cyrissra the Freezeransom (18-23 power, 7 apr) Cyrissra the Freezeransom (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% mind ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% Poison- +20% Cut- +20% Sharp, short and deadly. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger 'Duathelbrawn' (26-34 power, 7 apr) dwarven-steel dagger 'Duathelbrawn' (26-34 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 26.0 - 33.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 16% While equipped: dps ---------- Dmg.mod +15% lightning +9% darkness Res.pen +20% temporal ----- def ----- Resists +9% darkness Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
dwarven-steel dagger 'Frostbreak' (18-24 power, 7 apr) dwarven-steel dagger 'Frostbreak' (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +16% Unnatural While equipped: Stats +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +21% cold Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +9% light +6% blight Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
Lelukor the thorny mindstar (9-10 power, 24 apr, mind damage) Lelukor the thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 blight While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 mind 11 darkness Dmg.mod +15% acid +7% mind +7% darkness Res.pen +25% mind Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Resists +15% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of life (14-15 power, 32 apr, mind damage) gifted pulsing mindstar of life (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +19.00 HP.reg +0.90 ---------- 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. |
horrifying pulsing mindstar of balance (13-14 power, 32 apr, nature damage) horrifying pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 11 mind 5 darkness Dmg.mod +6% mind +7% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
Aerytta (20-24 power, 4 apr, arcane element) Aerytta (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +9 (+5 eff.) Mind.pwr +20 (+10 eff.) Dmg.mod +20% arcane +6% mind ----- def ----- Defense +10 (+3 eff.) Resists +6% acid +20% darkness ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 58.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+13 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 92.30 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.54 (up to a maximum of 46.15 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
dwarven-steel steamgun 'Givena' dwarven-steel steamgun 'Givena'4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Crit +3.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 cold On Crit.r2 +12 physical Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% cold Res.pen +15% physical ---------- misc Reload +3 Equi/ret +0.52 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Glowscar' dwarven-steel steamgun 'Glowscar'4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Crit +2.0% Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +16 mind Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Res.pen +25% mind Acc +8 (+2 eff.) Melee Ret 10 light ----- def ----- Defense +25 (+7 eff.) ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Aeramibeth (23-34 power, 0 apr) Aeramibeth (23-34 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +25 (+6 eff.) Acc +25 (+6 eff.) ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +6% Resists +17% fire ---------- 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! |
Ashmortal the dwarven-steel steamsaw (17-26 power, 0 apr) Ashmortal the dwarven-steel steamsaw (17-26 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +20 cold On Hit.r1 +12 blight Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +15% fire Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +23% acid +12% cold +6% fire ---------- misc Talents +2 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! |
Boryroddasadas the steel steamsaw (15-22 power, 0 apr) Boryroddasadas the steel steamsaw (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Melee+ +6 nature On Hit.r1 +6 fire Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil dps ---------- Melee Ret 6 mind ----- def ----- Armour +3 Defense +9 (+3 eff.) Fatigue +6% Resists +12% nature +11% blight Confus- +10% ---------- 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! |
Ce'Nothra (26-38 power, 0 apr) Ce'Nothra (26-38 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +10% blight ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +8% Resists +15% blight +12% cold +16% nature Max.HP +46.00 Cut- +20% ---------- misc Max.mana +60.00 Max.vim +40.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic stralite steamsaw of the stars (30-46 power, 0 apr) acidic stralite steamsaw of the stars (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +15% light +13% darkness ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +13% light +12% darkness ---------- misc Talents +2 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! |
coruscating stralite steamsaw of massacre (42-64 power, 0 apr) coruscating stralite steamsaw of massacre (42-64 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 42.5 - 63.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Melee Ret 11 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +11% fire ---------- misc Talents +2 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! |
dwarven-steel steamsaw 'Salossra' (23-34 power, 0 apr) dwarven-steel steamsaw 'Salossra' (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +8 Str ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% blight +20% fire Spell.save +18 (+9 eff.) ---------- misc Talents +2 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! |
exposing iron steamsaw of massacre (17-26 power, 0 apr) exposing iron steamsaw of massacre (17-26 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 19 On Melee Ret: * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- 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! |
exposing steel steamsaw of erosion (13-20 power, 0 apr) exposing steel steamsaw of erosion (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 nature Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 19 On Melee Ret: * 11% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- 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! |
iron steamsaw (10-15 power, 0 apr) iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- 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! |
iron steamsaw (10-14 power, 0 apr) iron steamsaw (10-14 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- 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 stralite steamsaw of massacre (39-58 power, 0 apr) shocking stralite steamsaw of massacre (39-58 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 lightning Melee Ret 4 lightning ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 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! |
truestriking stralite steamsaw of cold resistance (+20%) (32-49 power, 0 apr) truestriking stralite steamsaw of cold resistance (+20%) (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam While equipped: dps ---------- Res.pen +9% physical Acc +16 (+4 eff.) Apr +7 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +20% cold ---------- misc Talents +2 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! |
Cyriyadathra Cyriyadathra1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Die.at -20.00 life Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
Eilinedhemina Eilinedhemina1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% blight ----- def ----- Phys.save +12 (+4 eff.) Die.at -20.00 life HP.reg +2.00 Poison- +20% Silence- +20% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Korydohell the Tidegrind Korydohell the Tidegrind1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% cold ----- def ----- Resists +3% nature +5% arcane Max.HP +54.00 Stun/Frz- +20% A belt that goes around your waist. |
Betobremina (1 def, 0 armour) Betobremina (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% blight Spell.save +9 (+5 eff.) Die.at -20.00 life Disease- +10% Stun/Frz- +20% ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frigidworth the linen cloak (1 def, 0 armour) Frigidworth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +1 Wil +2 Cun dps ---------- Melee Ret 2 cold ----- 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 'Offalglean' (22 def, 0 armour) cashmere cloak 'Offalglean' (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +5 Dex dps ---------- Dmg.mod +15% physical On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +22 (+6 eff.) Resists +6% light Phys.save +22 (+8 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- 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. |
restorative cashmere cloak of implacability (2 def, 0 armour) restorative cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +12% nature +10% blight Phys.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life HP.reg +5.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
slimy cashmere robe of lightning (+19%) (0 def, 0 armour) slimy cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% lightning On Melee Ret: * 5% chance to slow global speed by 44% * 5 arcane resource burn ----- def ----- Resists +19% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenufang the Frostbiter (0 def, 4 armour) Elenufang the Frostbiter (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 8 cold ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +11% temporal +5% arcane +9% blight Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emyratira the pair of rough leather boots (0 def, 1 armour) Emyratira the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.crit +2% S.pwr/crit +8 ----- def ----- Armour +1 Resists +3% acid ---------- misc Max.vim +10.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour) blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) Res.pen +7% physical Apr +3 ----- def ----- Armour +3 A pair of boots made of leather. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal ---------- misc Stam/turn +0.40 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of phasing (0 def, 8 armour) miner's pair of dwarven-steel boots of phasing (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +2 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of evasion (8 def, 4 armour) pair of dwarven-steel boots of evasion (8 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of invasion (0 def, 3 armour) scholar's pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+3 eff.) Res.pen +8% physical ----- def ----- Armour +3 A pair of boots made of leather. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -6% Phys.save +6 (+2 eff.) ---------- misc Max.enc +28 Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
Umbraworm (0 def, 1 armour) Umbraworm (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 See.Invis +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. |
scouring voratun gauntlets of the nighthunter (0 def, 3 armour) scouring voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Acc +6 (+1 eff.) On Melee Ret: * 28 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness Spell.save +8 (+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 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Branagorn (1 def, 0 armour) Branagorn (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +5% arcane +3% nature HP.reg +4.00 Heal.mod +15% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.66 to 97.97 lightning damage (65.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cyruleda the Deepsborn (0 def, 3 armour) Cyruleda the Deepsborn (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +6 Wil +8 Con dps ---------- Dmg.mod +3% darkness +12% physical Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Mind.save +8 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour) eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +11 (+6 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.10 Mana/ret +1.00 Max.mana +61.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather hat 'Daimatar' (6 def, 9 armour) hardened leather hat 'Daimatar' (6 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +5% all Phys.save +10 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +18 (+9 eff.) Max.HP +100.00 Blind- +20% Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.08 A hat made of leather. Very stylish. |
warlord's hardened leather cap of the bounder (0 def, 3 armour) warlord's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +6 Dex +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 352.1 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Goryhir the dwarven-steel mail armour (3 def, 15 armour) Goryhir the dwarven-steel mail armour (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +2 Dex +1 Wil ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +22% acid +9% physical +7% cold +27% lightning +7% fire Crit.chn- 10.00% ---------- misc Infravis +2 A suit of armour made of mail. |
cleansing stralite mail armour of Eyal (4 def, 8 armour) cleansing stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% nature +10% blight Max.HP +37.00 HP.reg +1.00 Heal.mod +14% A suit of armour made of mail. |
dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of mail. |
hardened leather armour 'Coalkarma' (9 def, 6 armour) hardened leather armour 'Coalkarma' (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Res.pen +25% physical Acc +20 (+5 eff.) Melee Ret 8 darkness 4 physical ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% acid +3% physical A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour) rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning HP.reg +2.90 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
Jetnaught of the Blightspawn (0 def, 13 armour) Jetnaught of the Blightspawn (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +8 Wil +6 Cun -7 Con dps ---------- S.pwr/crit +4 Dmg.mod +9% blight Melee Ret 4 arcane ----- def ----- Armour +13 Fatigue +22% Resists +3% temporal +23% cold +14% darkness +16% light Mind.save +17 (+8 eff.) ---------- misc Mana/s.crit +1.00 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Urodurion' (0 def, 18 armour) dwarven-steel plate armour 'Urodurion' (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +15% arcane +5% blight ----- def ----- Armour +18 Fatigue +22% Resists +21% temporal +18% cold Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A suit of armour made of metal plates. |
quiver of yew arrows 'Glylera' (21/21, 30-42 power, 10 apr) quiver of yew arrows 'Glylera' (21/21, 30-42 power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 30.0 - 42.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 21 Proj.spd +200% Ranged+ +24 cold While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
6 agate 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. |
724 alchemist agate 724 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. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ivyrin the iron pickaxe (dig speed 36 turns) Ivyrin the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Wil dps ---------- S.pwr/crit +2 Dmg.mod +6% nature +3% arcane ----- def ----- Resists +11% nature ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Ivoyara Ivoyara2.0 T1 lite [Rare] Master While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Resists +3% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Layida' alchemist's lamp 'Layida'1.0 T3 lite [Random Unique] Arcane/Nature While equipped: Stats +2 Con +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +7% cold +7% temporal Max.HP +51.00 Def/telep +13 Res/telep +15% Dur/telep +16% ---------- misc Light +7 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Veledakira' alchemist's lamp 'Veledakira'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +9% acid +6% cold +3% physical Max.HP +45.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of health alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 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. |
brass lantern 'Emeliwen' brass lantern 'Emeliwen'1.0 T1 lite [Rare] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Crit.mult +5.00% Spell.pwr +7 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Mana/turn +0.08 Light +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. |
brass lantern 'Hanuvon' brass lantern 'Hanuvon'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +3% acid Max.HP +40.00 Stun/Frz- +20% ---------- misc Equi/ret +0.08 Max.psi +10.00 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. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +51.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Resists +7% fire Mind.save +9 (+4 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye 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. |
Automated Portable Extractor 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. |
4 garnet 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. |
Rod of Recall (1/1) 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. |
Transmogrification Chest 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. |
barbed pouch of dwarven-steel shots of annihilation (17/17, 44-52 power, 7 apr) barbed pouch of dwarven-steel shots of annihilation (17/17, 44-52 power, 7 apr)3.0 T3 shot ammo [Ego++] Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +15.0% Capacity 17 Proj.spd +200% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Mayewyn [power 160] (15 cooldown) Mayewyn [power 160] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +8 Resists +3% physical ---------- misc Stam/turn +2.00 Blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Rimejam [power 225] (15 cooldown) Rimejam [power 225] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +6 Mag +4 Wil +3 Con dps ---------- Dmg.mod +6% cold Res.pen +25% fire ----- def ----- Resists +9% cold Blast the opponent's mind dealing 297 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing stralite torque of psionic shield [power 109] (25 cooldown) focusing stralite torque of psionic shield [power 109] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 109 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyronor [power 200] (20 cooldown) Cyronor [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+5 eff.) Res.pen +15% physical ----- def ----- Armour +2 Resists +4% physical ---------- misc Max.hate +2.00 Create a shield absorbing up to 200 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. |
10 quartz 10 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
4 zircon 4 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. |
Achievements
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 34
56th Dusk 122nd year of Ascendancy at 22:18 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 34
55th Dusk 122nd year of Ascendancy at 09:21 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 31
50th Dusk 122nd year of Ascendancy at 18:00 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 22
23rd Dusk 122nd year of Ascendancy at 17:26 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 22
23rd Dusk 122nd year of Ascendancy at 19:34 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 29
42nd Dusk 122nd year of Ascendancy at 12:59 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 10
4th Mirth 122nd year of Ascendancy at 09:15 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 20
14th Dusk 122nd year of Ascendancy at 09:33 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 30
49th Dusk 122nd year of Ascendancy at 04:05 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 20
14th Dusk 122nd year of Ascendancy at 10:38 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 22
24th Dusk 122nd year of Ascendancy at 04:18 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 7
77th Pyre 122nd year of Ascendancy at 07:26 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 17
7th Dusk 122nd year of Ascendancy at 10:01 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 24
31st Dusk 122nd year of Ascendancy at 09:53 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 21
23rd Dusk 122nd year of Ascendancy at 13:11 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 14
2nd Flare 122nd year of Ascendancy at 19:24 see stats
By Anenarithad the Maj'Eyal Whitehoof Wanderer level 33
54th Dusk 122nd year of Ascendancy at 18:55 see stats
Log
Talent Lunge is ready to use.
Anenarithad picks up ( .): hardened leather armour 'Coalkarma' (9 def, 6 armour).
You pickup 1.00 gold pieces.
Talent Overcharge Saws is ready to use.
Talent Rune: Shielding is ready to use.
Ran for 7 turns (stop reason: hostile spotted to the east (giant carpenter ant)).
Giant carpenter ant starts to bleed.
Giant carpenter ant is on fire!
Tempest of Metal performs a melee critical strike against Giant carpenter ant!
Tempest of Metal hits Giant carpenter ant for 117 physical damage.
Anenarithad hits Giant carpenter ant for 257 physical, 40 fire, 22 cold (319 total damage).
Anenarithad killed Giant carpenter ant!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Anenarithad picks up ( .): pair of dwarven-steel boots of evasion (8 def, 4 armour).
Talent Irresistible Sun is ready to use.
Ran for 10 turns (stop reason: interesting terrain).
Resting starts...
Talent Lifeless Rush is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Anenarithad picks up ( .): grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
There is a next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).