Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Everyone Options 1.4.5Starts characters off with category points instead of categories known. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin (Fallen) |
Level / Exp | 50 / 1859% |
Size | big |
Lifes / Deaths | Killed by Xanerin the cutpurse at level 15 on the 20th Dusk 122nd year of Ascendancy at 15:22 0 / 7Killed by Xanuvena the netherworm mass at level 28 on the 6th Flare 123rd year of Ascendancy at 14:36 Killed by Eilinessra the patchwork troll at level 37 on the 58th Regrowth 124th year of Ascendancy at 21:00 Killed by Eilinessra the patchwork troll at level 37 on the 58th Regrowth 124th year of Ascendancy at 22:33 Killed by Celia at level 40 on the 33rd Pyre 124th year of Ascendancy at 18:47 Killed by Hazonhe the champion of Urh'Rok at level 50 on the 11st Haze 125th year of Ascendancy at 16:39 Killed by Elandar at level 50 on the 15th Haze 125th year of Ascendancy at 07:59 |
Primary Stats
Strength | 61 (base 38) |
Dexterity | 79 (base 64) |
Constitution | 25 (base 10) |
Magic | 106 (base 60) |
Willpower | 52 (base 12) |
Cunning | 127 (base 60) |
Resources
Mana | 635/635 |
Steam | 100/100 |
Life | 1456/1456 |
Positive | 137/137 |
Paradox | 300 |
Hate | 72/113 |
Healing Factor | 1.1245178243368 |
Regeneration | 26.967300421847 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 10 |
See Stealth | 48 |
See Invisible | 37 |
Offense: Mainhand
Damage | 99 |
Accuracy | 62 |
Crit Chance | 82% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 62 |
Crit Chance | 87% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 89% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Physical | +22% |
Cold | +18% |
All | +9% |
Darkness | +79% |
Light | +114% |
Temporal | +20% |
Mind | +21% |
Fire | +21% |
Nature | +16% |
Offense: Damage Penetration
Darkness | +12% |
Light | +20% |
Temporal | +17% |
Nature | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 49 |
Mental Save | 54 |
Defense: Resistances
Nature | + 35%( 70%) |
Acid | + 40%( 70%) |
Light | + 38%( 70%) |
Temporal | + 50%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 36%( 70%) |
Fire | + 29%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 38% |
Silence Resistance | 100% |
Bleed Resistance | 20% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 6 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 8 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 74 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. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 221.05 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: 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. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Dark Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Darkside | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Crimson Templar | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Light |
talent | Dirge of Famine |
talent | Second Life |
talent | Shared Agony |
talent | Blood Bath |
talent | Singularity Armor |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Xanelravena the radiant horror. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Layura the ghoulking. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Plaguewreath the pair of drakeskin leather boots (0 def, 5 armour) Plaguewreath the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Crit.mult +20.00% Res.pen +17% temporal +15% nature +12% darkness Melee Ret 2 nature ----- def ----- Armour +5 Resists +30% darkness +25% temporal Phys.save +15 (+6 eff.) Spell.save +6 (+2 eff.) Silence- +46% Confus- +41% Pinning- +25% Stun/Frz- +43% Knockbk- +25% Teleport- +100% Def/telep +35 Res/telep +22% Dur/telep +31% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Quiver | 1554 alchemist agate 1554 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. |
Light source | Gywen Gywen 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +20% light Res.pen +10% mind ----- def ----- Crit.chn- 15.00% Blind- +38% Cut- +20% Silence- +20% Confus- +21% ---------- misc Equi/ret +0.36 Light +14 See.Stealth +27 See.Invis +17 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Branedorion the elven-silk wizard hat (3 def, 0 armour) Branedorion the elven-silk wizard hat (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +1 Str +1 Wil dps ---------- Crit.mult +20.00% Dmg.mod +13% physical +11% temporal +15% light +13% darkness ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% HP.reg +5.30 Silence- +50% ---------- misc Mana/s.crit +2.00 Infravis +7 See.Stealth +21 See.Invis +20 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 66% and attempts to push all creatures other than yourself out of its radius, inflicting 28.07 light damage and 23.48 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | dwarven-steel pickaxe 'Venomhacker' (dig speed 28 turns) dwarven-steel pickaxe 'Venomhacker' (dig speed 28 turns)3.0 T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str dps ---------- Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +7% nature Apr +6 Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Defense +10 (+3 eff.) Resists +11% nature +12% lightning ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Freezequeller the voratun ring Freezequeller the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Phys.pwr +48 (+12 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +7% all +9% cold Acc +14 (+4 eff.) Apr +14 ----- def ----- Armour +4 Defense +15 (+4 eff.) Phys.save +12 (+5 eff.) Mind.save +13 (+4 eff.) Confus- +42% Stun/Frz- +60% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun dps ---------- Melee+ 20 physical Ranged+ 35 physical Dmg.mod +15% darkness +12% fire Res.pen +20% light On Hit (Melee): * 18% chance to reduce all saves and defense by 37 On Hit (Ranged): * 18% chance to reduce all saves and defense by 37 ----- def ----- Resists +3% fire +36% darkness +6% light Mind.save +13 (+4 eff.) Confus- +45% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | hardened leather belt 'Lisayanor' hardened leather belt 'Lisayanor' 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% mind Against +32% Summoned ----- def ----- Fatigue -27% Resists +6% temporal D.Red.from +30% Summoned Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +90 Mana/turn +0.25 Max.mana +31.00 A belt that goes around your waist. |
In main hand | Fogsage (30-36 power, 6 apr, light element) Fogsage (30-36 power, 6 apr, light element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 111 damage While equipped: Stats +18 Mag +16 Wil +14 Cun dps ---------- Phys.crit +10.0% Spell.crit +9% Crit.mult +15.00% Phys.pwr +11 (+3 eff.) Spell.pwr +24 (+6 eff.) S.pwr/crit +9 Dmg.mod +30% light +3% darkness Res.pen +5% nature Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% darkness ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff On Spell Hit: 10% Impending Doom 5 Staves designed for wielders of magic, by the greats of the art. |
In off hand | voratun dagger 'Bleakspitter' (38-50 power, 9 apr) voratun dagger 'Bleakspitter' (38-50 power, 9 apr) 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * flashes light on your target dealing 117 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +15.00% Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +9% light ---------- misc Vim/s.crit +2.00 Sharp, short and deadly. |
Main armor | elven-silk robe 'Camynarichak' (0 def, 0 armour) elven-silk robe 'Camynarichak' (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +20 Cun +15 Con dps ---------- Spell.crit +22% Spell.pwr +25 (+6 eff.) Dmg.mod +40% light +36% darkness ----- def ----- Resists +18% acid +15% all Spell.save +23 (+8 eff.) ---------- misc Light +2 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 97.76 physical damage and 185.91 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the warrior (damage 324; dur 4; cd 17) biting gale rune of the warrior (damage 324; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 323.71 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. 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. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 603; dur 5; cd 17) shielding rune of the wizard (absorb 603; 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 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 603 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 139% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 27. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 12] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+1 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 174] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 174 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 72.09 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 217.48 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 105.44 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Solid Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 162% physical weapon damage. The weight of the shot will knock the target back 2 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +1 Thunder Grenade Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 96.73 physical damage in radius 1. Creatures hit will also be stunned for 1 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 28] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 28 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 12] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Bregyrig the steel amulet Bregyrig the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Cun +4 Con +5 Lck dps ---------- Mov.spd +10% Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue -4% Phys.save +12 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +10 (+3 eff.) Unseen.red 12% HP.reg +2.00 Blind- +10% Silence- +20% Stun/Frz- +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
serendipitous steel amulet serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
steel amulet of constitution (+3) steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Aressra the Cloudglory Aressra the Cloudglory0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +3 Con dps ---------- Dmg.mod +18% lightning ----- def ----- Heal.mod +17% Cut- +60% ---------- misc Light +3 See.Invis +18 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. 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 (+1 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. |
Cyrodhewe Cyrodhewe0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Str +6 Dex +6 Wil +12 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Resists +5% arcane +3% physical Amulets make your neck look great! |
Fulyrarim the gold amulet Fulyrarim the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% darkness +5% temporal +6% light +5% physical Res.pen +25% mind ----- def ----- Mind.save +7 (+2 eff.) Confus- +10% ---------- misc Equi/ret +0.08 Max.hate +4.00 Masteries +0.21 Technique/Combat veteran Amulets make your neck look great! |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 416 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
warrior's gold amulet of willpower (+4) warrior's gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 43 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Vorothra the stralite amulet Vorothra the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +4 Mag dps ---------- Phys.pwr +8 (+2 eff.) S.pwr/crit +6 Phys.spd +10% Dmg.mod +9% physical ----- def ----- Fatigue -8% Resists +6% darkness +3% cold Spell.save +3 (+1 eff.) HP.reg +3.00 Stun/Frz- +10% Amulets make your neck look great! |
Zemekkys' Broken Hourglass Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Balinik Balinik0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +10 Con dps ---------- Phys.crit +4.0% Crit.mult +45.85% Acc +10 (+3 eff.) Apr +27 ----- def ----- Phys.save +12 (+5 eff.) Die.at -80.00 life Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+7 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 333.90 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glintripper the voratun amulet Glintripper the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +5 Con dps ---------- Spell.crit +6% Crit.mult +20.00% Melee Ret 6 light ----- def ----- Phys.save +20 (+7 eff.) Max.HP +66.00 HP.reg +10.00 ---------- misc Max.mana +60.00 Max.vim +50.00 Light +3 See.Invis +12 Amulets make your neck look great! |
Kilnbliss the voratun amulet Kilnbliss the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +10 Mag +3 Wil +9 Cun +3 Con dps ---------- S.pwr/crit +5 Mov.spd +10% Res.pen +20% fire ----- def ----- Fatigue -9% Resists +6% fire HP.reg +4.00 ---------- misc Stam/turn +1.50 Mana/turn +0.35 Max.mana +50.00 Infravis +3 Masteries +0.40 Corruption/Hexes Amulets make your neck look great! |
Xatta the voratun amulet Xatta the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Mind.pwr +14 (+3 eff.) S.pwr/crit +4 Melee+ 14 light 10 darkness Dmg.mod +13% light +14% darkness On Melee Ret: * 15% chance to reduce damage dealt by 30% * 11% chance to blind ----- def ----- Armour +2 Resists +9% mind Crit.chn- 10.00% Mind.save +14 (+5 eff.) HP.reg +4.00 Confus- +17% ---------- misc Mana/turn +0.24 Masteries +0.40 Steamtech/Chemistry +0.40 Cursed/Crimson Templar Amulets make your neck look great! |
voratun amulet 'Cloudsquall' voratun amulet 'Cloudsquall'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +26.38% Mind.pwr +40 (+9 eff.) Dmg.mod +12% darkness Res.pen +33% lightning Melee Ret 13 fire ----- def ----- Fatigue -10% Resists +24% lightning +12% fire +12% darkness HP.reg +5.00 Amulets make your neck look great! |
voratun amulet 'Infernoquake' voratun amulet 'Infernoquake'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% blight +3% fire Res.pen +20% blight Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +20% lightning Phys.save +19 (+7 eff.) Spell.save +23 (+8 eff.) Mind.save +18 (+6 eff.) Blind- +20% Stun/Frz- +31% ---------- misc Infravis +6 Sight +2 See.Invis +12 Amulets make your neck look great! |
voratun amulet 'Xokira' voratun amulet 'Xokira'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +8 Cun +9 Con dps ---------- Mov.spd +10% Res.pen +15% physical ----- def ----- Fatigue -18% Resists +3% blight +26% temporal +3% cold +1% physical Spell.save +9 (+3 eff.) HP.reg +10.00 Pinning- +42% Knockbk- +50% ---------- misc Stam/turn +1.50 Infravis +1 See.Invis +9 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blazetrencher the steel ring Blazetrencher the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% arcane +30% fire Res.pen +10% arcane Melee Ret 4 lightning Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.58 cold and 18.18 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring of pilfering conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Murkbrawn' steel ring 'Murkbrawn'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +11% cold +12% mind +3% arcane Res.pen +10% arcane +5% nature ----- def ----- Resists +12% mind +22% cold Spell.save +3 (+1 eff.) Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Relgirohir Relgirohir0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +6% S.pwr/crit +6 Res.pen +20% arcane ----- def ----- Defense +30 (+8 eff.) Resists +30% acid Crit.chn- 15.00% Max.HP +38.00 Disarm- +38% Pinning- +37% Knockbk- +38% Rings make your fingers look great! |
Saliwen the Pitchsin Saliwen the Pitchsin0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% temporal +13% light +12% darkness Res.pen +15% temporal +10% darkness +15% cold ----- def ----- Resists +6% temporal +26% light +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Zubykira the Blizzardraze Zubykira the Blizzardraze0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +12% cold +7% all Res.pen +10% blight +25% cold Melee Ret 8 blight ----- def ----- Resists +15% mind Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
gold ring 'Erelustir' gold ring 'Erelustir'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+1 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Resists +6% temporal Mind.save +6 (+2 eff.) HP.reg +4.00 Rings make your fingers look great! |
solipsist's gold ring solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Rings make your fingers look great! |
Blazeoracle Blazeoracle0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Crit.mult +10.00% Phys.pwr +25 (+6 eff.) Dmg.mod +15% lightning +18% fire Acc +15 (+4 eff.) Apr +8 ----- def ----- Resists +3% physical +36% fire ---------- misc Stam/turn +3.00 Light +3 Rings make your fingers look great! |
Demonknave Demonknave0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% mind Melee Ret 8 darkness ----- def ----- Resists +9% light Mind.save +9 (+3 eff.) Max.HP +44.00 Disarm- +44% Pinning- +34% Knockbk- +44% ---------- misc Equi/ret +0.32 Psi/ret +0.48 Max.psi +40.00 Rings make your fingers look great! |
Frozenbone Frozenbone0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +4 Dex dps ---------- Phys.pwr +33 (+8 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +9% cold Res.pen +15% cold Melee Ret 6 arcane ----- def ----- Armour +10 Die.at -60.00 life Rings make your fingers look great! |
Gunigagen the stralite ring Gunigagen the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Mind.crit +4% Dmg.mod +17% nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% lightning +12% cold +34% nature +20% blight Poison- +20% ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
Polenor Polenor0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Phys.crit +2.0% Spell.pwr +13 (+3 eff.) Dmg.mod +9% physical ----- def ----- Defense +20 (+5 eff.) Resists +6% acid +6% physical +16% mind Heal.mod +21% Disease- +20% Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. This item has been sent to the Item's Vault. |
Zyyon the stralite ring Zyyon the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold Res.pen +26% physical On Hit (Melee): * 21% chance to reduce all saves and defense by 37 ----- def ----- Armour +17 Resists +12% temporal +36% cold ---------- misc Stam/turn +3.16 Max.stam +31.61 Rings make your fingers look great! |
conjurer's stralite ring conjurer's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
painweaver's stralite ring of misery painweaver's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +14 (+3 eff.) Melee+ 27 physical Ranged+ 11 physical Dmg.mod +6% all On Hit (Melee): * 15% chance to reduce all saves and defense by 37 On Hit (Ranged): * 14% chance to reduce all saves and defense by 37 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
sneakthief's stralite ring of life sneakthief's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Max.HP +60.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
solipsist's stralite ring of perseverance solipsist's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +11 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +11 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +48.00 HP.reg +14.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Arthigas' stralite ring 'Arthigas'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% arcane Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Silence- +44% ---------- misc Mana/turn +0.54 Max.mana +60.00 Max.vim +50.00 Rings make your fingers look great! |
stralite ring 'Radhunik' stralite ring 'Radhunik'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +37% temporal ----- def ----- Resists +37% acid +24% fire +6% arcane Crit.chn- 18.49% Mind.save +22 (+7 eff.) HP.reg +8.00 Stun/Frz- +44% Def/telep +18 Res/telep +18% Dur/telep +18% Rings make your fingers look great! |
stralite ring 'Samybers' stralite ring 'Samybers'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Wil +4 Cun +5 Con dps ---------- Mind.crit +8% Dmg.mod +15% temporal Melee Ret 6 mind On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Equi/ret +0.12 Max.stam +26.00 Max.psi +40.00 Rings make your fingers look great! |
titan's stralite ring of pilfering titan's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Con dps ---------- Acc +15 (+4 eff.) Apr +11 ----- def ----- Defense +12 (+3 eff.) Phys.save +16 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's stralite ring of speed titan's stralite ring of speed0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Con dps ---------- Mov.spd +14% Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +14 (+5 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Blastbreak the voratun ring Blastbreak the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +6% lightning +2% physical +6% blight +6% acid Crit.chn- 15.66% Mind.save +15 (+5 eff.) Max.HP +104.40 HP.reg +4.00 Heal.mod +21% Poison- +21% Disease- +20% Rings make your fingers look great! |
Blastslice the voratun ring Blastslice the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +7 Mag +7 Wil +15 Cun dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +14 (+3 eff.) Res.pen +15% lightning +20% blight Acc +14 (+4 eff.) On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +6% blight Rings make your fingers look great! |
Eilinira the Prismzephyr Eilinira the Prismzephyr0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Str +7 Dex +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +21% acid +19% fire +15% light ----- def ----- Armour +10 Resists +38% fire Phys.save +9 (+4 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Exiler Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 193.39 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+16 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 217.90 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring conjurer's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +11 (+3 eff.) Rings make your fingers look great! |
marksman's voratun ring marksman's voratun ring0.1 T5 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
painweaver's voratun ring of speed painweaver's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +20 (+5 eff.) Mov.spd +15% Dmg.mod +8% all Acc +10 (+3 eff.) ----- def ----- Defense +14 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
savage's voratun ring of pilfering savage's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +17 (+5 eff.) Apr +7 ----- def ----- Defense +14 (+4 eff.) Spell.save +17 (+6 eff.) ---------- misc Max.stam +20.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's voratun ring of life treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +14% nature +12% blight Max.HP +93.00 HP.reg +14.00 Heal.mod +16% Poison- +22% Disease- +18% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +16% acid +18% fire +23% lightning +30% cold Stun/Frz- +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +96.00 HP.reg +17.00 Heal.mod +11% Stun/Frz- +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego++] Psionic While equipped: Stats +13 Cun +7 Wil dps ---------- Mind.pwr +11 (+2 eff.) Melee+ 25 physical Ranged+ 23 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 37 On Hit (Ranged): * 17% chance to reduce all saves and defense by 37 ----- def ----- Stun/Frz- +60% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring 'Brandwedge' voratun ring 'Brandwedge'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +25% fire ----- def ----- Resists +6% blight +6% temporal +3% nature Mind.save +13 (+4 eff.) Max.HP +96.00 HP.reg +13.00 Heal.mod +17% Confus- +42% Rings make your fingers look great! |
voratun ring 'Toroyarath' voratun ring 'Toroyarath'0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +20% arcane +40% temporal ----- def ----- Defense +40 (+10 eff.) Resists +9% physical +20% arcane +20% mind Phys.save +15 (+6 eff.) Rings make your fingers look great! |
dragonbone magestaff 'Duskoracle' (30-36 power, 6 apr, light element) dragonbone magestaff 'Duskoracle' (30-36 power, 6 apr, light element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil +1 Cun +3 Con dps ---------- Phys.crit +8.0% Spell.crit +21% Crit.mult +34.00% Phys.pwr +11 (+3 eff.) Spell.pwr +29 (+7 eff.) Melee+ 26 fire Dmg.mod +6% darkness +30% light Acc +12 (+3 eff.) Melee Ret 4 darkness ---------- misc Infravis +2 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) lifebinding dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil +7 Con dps ---------- Spell.crit +5% Spell.pwr +35 (+8 eff.) Dmg.mod +30% lightning ----- def ----- HP.reg +2.00 Heal.mod +30% ---------- misc Max.mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Butcher (48-67 power, 12 apr) Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Malodan the Dawnnigh (18-23 power, 7 apr) Malodan the Dawnnigh (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% light Res.pen +10% light Acc +11 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning +3% cold Disarm- +38% Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Aeruma the voratun dagger (38-50 power, 9 apr) Aeruma the voratun dagger (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage While equipped: Stats +10 Str dps ---------- Dmg.mod +18% blight +12% physical Res.pen +15% blight +13% physical +10% arcane Acc +37 (+10 eff.) Apr +15 Melee Ret 4 blight Sharp, short and deadly. |
Cuthiyon (37-48 power, 9 apr) Cuthiyon (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +8 Str +11 Dex +12 Mag +16 Wil +16 Cun +13 Con dps ---------- Spell.crit +2% Dmg.mod +12% arcane Res.pen +12% physical Acc +33 (+9 eff.) Apr +11 ----- def ----- Defense +15 (+4 eff.) Disarm- +39% ---------- misc Mana/turn +0.04 Infravis +1 Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr) Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 17.51 acid and 17.51 blight damage. If not cleared after five turns it will inflict 99.42 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Salidhevena (46-60 power, 9 apr) Salidhevena (46-60 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 46.5 - 60.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +9 fire On Hit: * Create an explosion dealing 119 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +18% mind +28% cold Res.pen +30% cold ----- def ----- Resists +9% darkness Pinning- +20% Sharp, short and deadly. |
Yaredugas (40-51 power, 10 apr) Yaredugas (40-51 power, 10 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 39.5 - 51.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +24 mind On Hit: * 25% chance to reduce all saves and defense by 37 While equipped: Stats +13 Dex +6 Wil +5 Cun dps ---------- Phys.spd +10% Res.pen +15% physical Acc +38 (+10 eff.) Apr +11 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +3.00 Max.stam +10.00 Sharp, short and deadly. |
stormbringer's voratun dagger of phasing (36-47 power, 34 apr) stormbringer's voratun dagger of phasing (36-47 power, 34 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Nature Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +34 Crit +10.0% Atk.spd 100% Phasing +19% On Crit.r2 +45 lightning +33 cold While equipped: dps ---------- Mov.spd +37% Res.pen +19% lightning +25% cold Sharp, short and deadly. |
voratun dagger of paradox (39-51 power, 9 apr) voratun dagger of paradox (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 temporal While equipped: ----- def ----- Resists +20% temporal Sharp, short and deadly. |
Elessra (18-19 power, 40 apr, mind damage) Elessra (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +11.0% Atk.spd 100% On Crit.r2 +27 physical While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Acc +20 (+5 eff.) On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +7% arcane +33% fire Mind.save +21 (+7 eff.) Max.HP +50.00 HP.reg +1.50 Poison- +27% Confus- +27% ---------- 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. |
mighty voratun steamgun of lightning mighty voratun steamgun of lightning4.0 T5 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 lightning Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +21% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 136.39 to 170.49 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Lightwrack (0 def, 0 armour) Lightwrack (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +6 Wil +11 Cun +7 Con dps ---------- Crit.mult +16.00% Dmg.mod +6% light ----- def ----- Resists +12% lightning +6% light +11% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrumira (0 def, 0 armour) Cyrumira (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 37 * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +33% blight +6% mind +13% all Max.HP +79.00 HP.reg +2.70 Heal.mod +26% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+6 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault. |
silk robe 'Chargerune' (4 def, 4 armour) silk robe 'Chargerune' (4 def, 4 armour)2.0 T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +3 Wil +3 Cun dps ---------- Spell.crit +13% Spell.pwr +16 (+4 eff.) Dmg.mod +9% lightning +17% temporal +25% light +32% arcane +25% darkness Res.pen +5% arcane ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +12% lightning +13% all Phys.save +19 (+7 eff.) ---------- misc Max.mana +88.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Linaniil (0 def, 0 armour) stargazer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +17% Spell.pwr +20 (+5 eff.) Dmg.mod +17% light +11% darkness ----- def ----- Resists +13% all ---------- misc Mana/turn +0.32 Max.mana +55.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adelebeth the Fogwrack (0 def, 0 armour) Adelebeth the Fogwrack (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag +10 Wil +3 Con dps ---------- Spell.pwr +17 (+4 eff.) S.pwr/crit +6 Dmg.mod +29% temporal +30% light +3% darkness Res.pen +5% darkness ----- def ----- Resists +29% temporal +45% light +15% all Silence- +39% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+9 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Galen's Flowing Robe (0 def, 0 armour) Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+8 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Zanuyasta the Willowstreak (0 def, 0 armour) Zanuyasta the Willowstreak (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +7 Wil dps ---------- Crit.mult +34.00% Mind.pwr +5 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +26% blight +15% all Max.HP +185.00 HP.reg +10.00 Heal.mod +60% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Adyssra' (0 def, 0 armour) elven-silk robe 'Adyssra' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +7 Mag +7 Wil +2 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +9 (+2 eff.) Dmg.mod +17% lightning +23% physical +25% cold +21% mind +19% acid Res.pen +20% mind Melee Ret 10 mind ----- def ----- Resists +15% lightning +28% acid +13% cold +5% arcane +15% all ---------- misc Psi/turn +0.88 Equi/ret +0.04 Max.psi +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Arcblow' (0 def, 0 armour) elven-silk robe 'Arcblow' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +8 Mag +7 Wil dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +25 (+6 eff.) Dmg.mod +26% lightning +46% physical +11% cold ----- def ----- Resists +18% lightning +9% cold +27% physical +15% all Mind.save +26 (+8 eff.) ---------- misc Psi/ret +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Tidemight' (0 def, 0 armour) elven-silk robe 'Tidemight' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag +4 Wil +6 Cun dps ---------- Spell.crit +9% Spell.pwr +10 (+2 eff.) Dmg.mod +30% temporal +30% light +27% blight +28% darkness +30% physical Res.pen +5% cold +14% temporal +25% mind +14% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +27% blight +15% all Anom.red +16 ---------- misc Infravis +2 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather belt of magery hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) 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 34% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Ce'Nudhena the Loamwrither Ce'Nudhena the Loamwrither1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Con dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +21 (+5 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% arcane +15% nature Res.pen +10% nature Melee Ret 6 nature On Hit (Melee): * 26% chance to slow global speed by 65% ----- def ----- Resists +6% arcane +6% fire Phys.save +15 (+6 eff.) Mind.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Lelagoyon the drakeskin leather belt Lelagoyon the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +12% temporal +2% physical +6% fire +15% mind +6% acid Mind.save +18 (+6 eff.) Silence- +10% Pinning- +20% A belt that goes around your waist. |
Shivermistress Shivermistress1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% nature Melee Ret 4 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid +9% cold +18% light Spell.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Woetouch the drakeskin leather belt Woetouch the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +30 (+8 eff.) Dmg.mod +20% physical Res.pen +20% darkness +18% physical ----- def ----- Resists +12% blight +9% fire +18% acid A belt that goes around your waist. |
drakeskin leather belt 'Unlightwyrd' drakeskin leather belt 'Unlightwyrd'1.0 T5 belt armor [Rare] Nature While equipped: Stats +10 Dex +8 Cun +6 Con dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Resists +9% darkness Crit.chn- 15.52% Mind.save +15 (+5 eff.) ---------- misc Light +3 See.Invis +18 A belt that goes around your waist. |
Voiddredge (2 def, 0 armour) Voiddredge (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +1 Cun +3 Con dps ---------- Dmg.mod +6% mind Res.pen +10% mind +5% darkness Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +18% temporal +27% darkness Def/telep +13 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chaludutar the elven-silk cloak (3 def, 0 armour) Chaludutar the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +9% mind Res.pen +25% mind On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 65% ----- def ----- Defense +3 (+1 eff.) ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
pair of hardened leather boots 'Sootcutter' (0 def, 3 armour) pair of hardened leather boots 'Sootcutter' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Dex +5 Mag +3 Wil +5 Cun +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Melee Ret 6 darkness ----- def ----- Armour +3 ---------- misc Light +3 A pair of boots made of leather. |
Lisuna the pair of voratun boots (0 def, 9 armour) Lisuna the pair of voratun boots (0 def, 9 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +21 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Resists +3% acid +6% temporal +3% darkness +12% light +5% arcane +12% lightning ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
hardened leather gloves 'Blizzardclamor' (0 def, 2 armour) hardened leather gloves 'Blizzardclamor' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Str +7 Con dps ---------- Melee+ 10 temporal Ranged+ 8 temporal Dmg.mod +3% temporal Res.pen +15% arcane +25% cold Melee Ret 4 cold ----- def ----- Armour +2 Resists +8% temporal Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonrend (0 def, 3 armour) Demonrend (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Mind.pwr +20 (+5 eff.) Melee+ 10 lightning 40 darkness 10 acid 10 cold 39 mind 9 fire On Hit (Melee): * 24% chance to reduce damage dealt by 30% * 10% chance to reduce strength, dexterity, and constitution by 33 * 25% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Mind.save +2 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +3.00 Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 ice +29 fire +15 acid +29 lightning On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tidesorrow (0 def, 25 armour) Tidesorrow (0 def, 25 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +15 Con dps ---------- Melee+ 20 darkness Dmg.mod +11% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +25 Hardiness +15% Resists +12% physical +13% darkness +9% cold Mind.save +13 (+4 eff.) Max.HP +78.00 Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 20% Moonlight Ray 5 On Hit: 10% Battle Shout 5 On Hit: 5% Stone Touch 5 On Hit: * 12% chance to reduce damage dealt by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Torchclash the drakeskin leather gloves (0 def, 3 armour) Torchclash the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 19 arcane 16 temporal Ranged+ 10 temporal Dmg.mod +6% lightning +8% temporal +8% arcane +30% fire Melee Ret 2 fire ----- def ----- Armour +3 Resists +6% lightning +11% temporal +7% arcane HP.reg +9.00 ---------- misc Stam/turn +1.30 Max.stam +26.00 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Nightmare 5 On Hit: 10% Manathrust 3 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spiderwar (0 def, 2 armour) Spiderwar (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.crit +7.0% Spell.crit +11% Mind.crit +7% Crit.mult +8.00% Melee+ 7 light Dmg.mod +12% nature +9% darkness +5% light Melee Ret 2 nature ----- def ----- Armour +2 Fatigue +3% Resists +13% light +6% darkness ---------- misc Infravis +2 Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +16.0% Atk.spd 83% On Crit.r2 +16 light +12 darkness On Hit: 20% Searing Light 3 On Crit: 20% Cripple 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 144.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Blazewhisper (0 def, 3 armour) Blazewhisper (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Wil +4 Con dps ---------- Melee+ 13 acid 13 cold Dmg.mod +9% acid +9% cold +3% fire Res.pen +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +3 Fatigue +5% Resists +10% acid +8% cold +27% fire Disarm- +45% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +13 ice +14 acid On Hit: 10% Ice Breath 5 On Hit: 10% Disarm 5 On Hit: 10% Corrosive Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Glomina the voratun gauntlets (0 def, 3 armour) Glomina the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +4 Mag +8 Cun +5 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +15% arcane Acc +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +9% light +10% darkness Phys.save +9 (+4 eff.) Mind.save +8 (+3 eff.) Disarm- +32% ---------- misc Light +2 Infravis +2 Unarmed combat: Power 35.5 - 49.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +50 light +39 darkness On Hit: 10% Perfect Control 5 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 144.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.83 mind and 41.17 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 25. Terrified: Deals 6.65 mind and 9.84 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 10.88 mind and 16.09 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Shadowstar of the Blightspawn (0 def, 3 armour) Shadowstar of the Blightspawn (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +14 Str +8 Dex -9 Wil +8 Cun +4 Con dps ---------- Melee+ 14 nature Dmg.mod +10% nature Res.pen +10% darkness Acc +8 (+2 eff.) Apr +13 On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Armour +3 Fatigue +5% Resists +10% nature +9% acid HP.reg +3.90 ---------- misc Stam/turn +1.10 Psi/turn +0.22 See.Invis +18 Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +24 Crit +10.0% Atk.spd 83% On Crit.r2 +13 nature On Hit: 15% Perfect Strike 5 On Hit: 10% Venomous Breath 5 On Hit: 10% Second Wind 1 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Yveta the voratun gauntlets (0 def, 3 armour) Yveta the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +3 Wil +3 Con dps ---------- Melee+ 10 nature Dmg.mod +8% nature Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +12% light +3% fire +7% nature +5% arcane Phys.save +3 (+2 eff.) Disarm- +31% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +17.0% Atk.spd 83% On Crit.r2 +10 nature On Hit: 10% Disarm 5 On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Chalaregoyon the cashmere wizard hat (2 def, 0 armour) Chalaregoyon the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +18% acid +15% cold Res.pen +15% blight On Hit (Melee): * 20% chance to reduce armor by 43% * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Defense +2 (+1 eff.) Resists +22% cold ---------- misc Mana/turn +0.22 A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour) shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +7 Mag +3 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Aerebrelle the elven-silk wizard hat (3 def, 0 armour) Aerebrelle the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +12 Wil +8 Cun +3 Con dps ---------- Mind.crit +9% Mind.pwr +10 (+2 eff.) Dmg.mod +18% mind +17% cold Res.pen +20% mind Melee Ret 6 mind ----- def ----- Defense +3 (+1 eff.) Resists +9% lightning +25% cold +20% mind Phys.save +12 (+5 eff.) Mind.save +46 (+13 eff.) ---------- misc Max.psi +36.00 Infravis +3 Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 258 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Branogaran (2 def, 0 armour) Branogaran (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Spell.pwr +30 (+7 eff.) Mind.pwr +8 (+2 eff.) S.pwr/crit +10 Dmg.mod +14% mind Res.pen +25% blight ----- def ----- Defense +2 (+1 eff.) Resists +11% mind Phys.save +11 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +26 (+8 eff.) ---------- misc Mana/s.crit +2.00 Max.psi +27.00 A pointy cloth hat, very wizardly... |
Elyrirethra the hardened leather cap (0 def, 3 armour) Elyrirethra the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +20 (+5 eff.) Dmg.mod +3% arcane +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +15% cold ---------- misc Equi/ret +0.08 Psi/ret +0.08 Breathe water A cap made of leather. |
hardened leather cap 'Xinne' (0 def, 3 armour) hardened leather cap 'Xinne' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +9 Wil +7 Con dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Die.at -80.00 life ---------- misc Stam/turn +3.00 A cap made of leather. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Shadekill the drakeskin leather cap (0 def, 5 armour) Shadekill the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +4 Cun +11 Lck dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +5% Dmg.mod +3% arcane +12% darkness Apr +6 Melee Ret 8 arcane ----- def ----- Armour +5 Fatigue +5% Resists +9% fire A cap made of leather. |
Skyrend the voratun helm (0 def, 11 armour) Skyrend the voratun helm (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Wil dps ---------- Res.pen +26% lightning ----- def ----- Armour +11 Fatigue +5% Resists +12% lightning +14% blight +14% fire +5% arcane +30% cold Mind.save +15 (+5 eff.) ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
16 agate 16 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
22 spinel 22 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 ametrine 24 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
33 citrine 33 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
24 zircon 24 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 sapphire 14 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone 14 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond 17 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl 18 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
204 alchemist agate 204 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. |
49 alchemist bloodstone 49 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Adamita the Gleampall Adamita the Gleampall2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +4 Cun dps ---------- Dmg.mod +7% mind ----- def ----- Resists +3% light ---------- misc Light +3 See.Invis +9 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. |
Layibeth Layibeth2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Acc +20 (+5 eff.) ----- def ----- Crit.chn- 5.00% Phys.save +5 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Elenydrasus the Airrip Elenydrasus the Airrip1.0 T3 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Res.pen +15% lightning Apr +5 ----- def ----- Armour +8 Blind- +34% Confus- +22% ---------- misc Light +12 See.Stealth +17 See.Invis +16 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Falagafast Falagafast1.0 T3 lite [Rare] Arcane While equipped: Stats +7 Str +12 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Res.pen +25% mind ----- def ----- Resists +11% blight +11% darkness ---------- misc Light +4 Infravis +8 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Singeserpent the alchemist's lamp Singeserpent the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Res.pen +5% fire Apr +2 ----- def ----- Resists +6% fire Phys.save +16 (+6 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 504.78 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 398.23 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 42.63 cold damage and 44.07 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
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. |
voratun crystal plating voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun grounding strap voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun grounding strap voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun kinetic stabiliser voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun grip voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
amazing air recycler amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
amazing air recycler amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun white light emitter voratun white light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun white light emitter voratun white light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun crystal edge voratun crystal edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun crystal edge voratun crystal edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 80.31 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Skull of the Rat Lich Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 723.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 65% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 238 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Daygash [power 434] (20 cooldown) Daygash [power 434] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.pwr +25 (+6 eff.) Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 Create a shield absorbing up to 499 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 247.20 temporal and 368.74 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
By Imia the Ogre Sun Paladin level 32
17th Dusk 123rd year of Ascendancy at 19:02 see stats
By Imia the Ogre Sun Paladin level 50
67th Regrowth 125th year of Ascendancy at 03:04 see stats
By Imia the Ogre Sun Paladin level 32
8th Dusk 123rd year of Ascendancy at 07:06 see stats
By Imia the Ogre Sun Paladin level 26
62nd Pyre 123rd year of Ascendancy at 17:06 see stats
By Imia the Ogre Sun Paladin level 49
32nd Regrowth 125th year of Ascendancy at 03:03 see stats
By Imia the Ogre Sun Paladin level 47
26th Regrowth 125th year of Ascendancy at 16:12 see stats
By Imia the Ogre Sun Paladin level 45
69th Haze 124th year of Ascendancy at 02:42 see stats
By Imia the Ogre Sun Paladin level 40
72nd Pyre 124th year of Ascendancy at 12:36 see stats
By Imia the Ogre Sun Paladin level 35
14th Regrowth 124th year of Ascendancy at 21:06 see stats
By Imia the Ogre Sun Paladin level 23
68th Regrowth 123rd year of Ascendancy at 03:49 see stats
By Imia the Ogre Sun Paladin level 50
61st Regrowth 125th year of Ascendancy at 14:56 see stats
By Imia the Ogre Sun Paladin level 50
45th Regrowth 125th year of Ascendancy at 12:47 see stats
By Imia the Ogre Sun Paladin level 39
17th Pyre 124th year of Ascendancy at 20:56 see stats
By Imia the Ogre Sun Paladin level 34
62nd Haze 123rd year of Ascendancy at 20:03 see stats
By Imia the Ogre Sun Paladin level 33
39th Haze 123rd year of Ascendancy at 15:54 see stats
By Imia the Ogre Sun Paladin level 21
33rd Haze 122nd year of Ascendancy at 16:22 see stats
By Imia the Ogre Sun Paladin level 50
73rd Dusk 125th year of Ascendancy at 17:53 see stats
By Imia the Ogre Sun Paladin level 28
9th Flare 123rd year of Ascendancy at 16:32 see stats
By Imia the Ogre Sun Paladin level 50
7th Haze 125th year of Ascendancy at 22:45 see stats
By Imia the Ogre Sun Paladin level 50
45th Regrowth 125th year of Ascendancy at 16:31 see stats
By Imia the Ogre Sun Paladin level 50
68th Pyre 125th year of Ascendancy at 23:57 see stats
By Imia the Ogre Sun Paladin level 33
40th Haze 123rd year of Ascendancy at 00:28 see stats
By Imia the Ogre Sun Paladin level 50
39th Dusk 125th year of Ascendancy at 12:14 see stats
By Imia the Ogre Sun Paladin level 10
4th Dusk 122nd year of Ascendancy at 13:34 see stats
By Imia the Ogre Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 22:44 see stats
By Imia the Ogre Sun Paladin level 30
3rd Dusk 123rd year of Ascendancy at 05:26 see stats
By Imia the Ogre Sun Paladin level 40
33rd Pyre 124th year of Ascendancy at 07:17 see stats
By Imia the Ogre Sun Paladin level 50
43rd Regrowth 125th year of Ascendancy at 15:32 see stats
By Imia the Ogre Sun Paladin level 42
31st Dusk 124th year of Ascendancy at 17:09 see stats
By Imia the Ogre Sun Paladin level 50
43rd Dusk 125th year of Ascendancy at 16:20 see stats
By Imia the Ogre Sun Paladin level 21
8th Decay 122nd year of Ascendancy at 08:00 see stats
By Imia the Ogre Sun Paladin level 50
42nd Pyre 125th year of Ascendancy at 00:13 see stats
By Imia the Ogre Sun Paladin level 44
60th Haze 124th year of Ascendancy at 09:14 see stats
By Imia the Ogre Sun Paladin level 26
1st Flare 123rd year of Ascendancy at 22:17 see stats
By Imia the Ogre Sun Paladin level 40
67th Pyre 124th year of Ascendancy at 16:22 see stats
By Imia the Ogre Sun Paladin level 44
60th Haze 124th year of Ascendancy at 03:36 see stats
By Imia the Ogre Sun Paladin level 9
8th Flare 122nd year of Ascendancy at 04:39 see stats
By Imia the Ogre Sun Paladin level 50
43rd Dusk 125th year of Ascendancy at 14:16 see stats
By Imia the Ogre Sun Paladin level 50
8th Haze 125th year of Ascendancy at 22:43 see stats
By Imia the Ogre Sun Paladin level 50
61st Regrowth 125th year of Ascendancy at 14:32 see stats
By Imia the Ogre Sun Paladin level 15
21st Dusk 122nd year of Ascendancy at 17:48 see stats
By Imia the Ogre Sun Paladin level 41
6th Flare 124th year of Ascendancy at 07:31 see stats
By Imia the Ogre Sun Paladin level 23
49th Regrowth 123rd year of Ascendancy at 11:45 see stats
By Imia the Ogre Sun Paladin level 15
20th Dusk 122nd year of Ascendancy at 02:21 see stats
By Imia the Ogre Sun Paladin level 30
7th Dusk 123rd year of Ascendancy at 01:40 see stats
By Imia the Ogre Sun Paladin level 44
67th Haze 124th year of Ascendancy at 16:17 see stats
Log
Today is the 15th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:33.