











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.6.0Donators/Buyers bonus! Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 35 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Gloreriavea the red ooze at level 16 on the 37th Dusk 122nd year of Ascendancy at 08:33 4 / 3Killed by Khulmanar, General of Urh'Rok at level 26 on the 67th Haze 122nd year of Ascendancy at 21:26 Killed by Yvossra the orc necromancer at level 35 on the 55th Pyre 123rd year of Ascendancy at 06:07 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 36) |
| Dexterity | 68 (base 48) |
| Constitution | 34 (base 21) |
| Magic | 11 (base 10) |
| Willpower | 49 (base 26) |
| Cunning | 44 (base 33) |
Resources
| Psi | 129/129 |
| Life | 93/1022 |
| Steam | 100/100 |
| Stamina | 236/288 |
| Equilibrium | 32 |
| Healing Factor | 0.53152676801058 |
| Regeneration | 22.970152675242 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +96.727128731229% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 35.634550475236 |
| See Invisible | 35.634550475236 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 72 |
| Crit Chance | 40% |
| APR | 51 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 72 |
| Crit Chance | 39% |
| APR | 52 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +33% |
| Light | +10% |
| Darkness | +13% |
| Cold | +21% |
| Physical | +46% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | -12% |
| Blight | 0% |
| Arcane | +5% |
| Cold | +12% |
| All | -20% |
| Lightning | +19% |
| Physical | -7% |
| Darkness | -9% |
| Mind | 0% |
| Nature | -7% |
Defense: Base
| Armour (hardiness) | 50 (49.309173272933%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 24 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 24%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 51%( 70%) |
| Physical | + 36%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Bleed Resistance | 40% |
| Confusion Resistance | 44% |
| Knockback Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Skate |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 18. Mobile Defense |
| beneficial effect | Has 5 throwing knives prepared: 5 KnivesRange: 7 Net Damage: 59 - 83 Accuracy: 88 (knife) APR: 56 Crit Chance: +49% Crit mult: 187% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | You gain 25% resistance against nature and fire. Resolve |
| detrimental effect | The target is poisoned, taking 125.63 nature damage per turn. Healing received is reduced by 74%. Damage dealt is reduced by 21%. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 68.51 physical damage per turn. Bleeding |
| detrimental effect | The target is poisoned, taking 60.14 nature damage per turn. Poison |
| beneficial effect | The target has 37 increased life regeneration. Recovery |
| detrimental effect | The target has a 20% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Damage reduced by 45%. To The Arms |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom) | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed naga tongue. * You've found the needed length of troll intestine. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of greater demon bile. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed bear paw. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rush: Puts all charms on 22 cooldown Level 3.9 Pwr.cost 22 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Gloomstone the hardened leather cap (30 def, 17 armour) 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +6% cold +6% physical Acc +25 (+6 eff.) Melee Ret 4 darkness ----- def ----- Armour +17 Defense +30 (+7 eff.) Fatigue +3% ---------- misc Light +7 Infravis +3 A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 88.72 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Cracklewaker [power 350] (14 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 6 lightning ----- def ----- Resists +3% blight +4% physical Die.at -80.00 life HP.reg +4.00 Cut- +20% Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 239 physical damage Puts all charms on 14 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Yvukira the Galerot0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% blight +25% arcane Acc +9 (+2 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +11 (+3 eff.) Resists +5% arcane +15% blight Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
| Around neck | Icequarry0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +15% lightning +15% cold +6% mind Res.pen +20% mind Acc +7 (+2 eff.) Apr +14 On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +15% cold Amulets can have magical properties. |
| In main hand | Umbrazephyr of the Blightspawn (135% power, 5 apr) 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +9 lightning +23 cold +24 nature +17 acid On Hit: 20% Netherblast 4 On Crit: * project a beam of lightning While equipped: Stats +4 Dex dps ---------- Mov.spd +35% Phys.spd +10% Res.pen +17% lightning +20% cold +13% nature +8% acid Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +5 (+1 eff.) Resists +3% acid Blind- +20% Cut- +20% On Spell Hit: 20% Netherblast 4 One-handed war axes. |
| Around waist | drakeskin leather belt 'Duatheljustice' 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Phys.crit +13.0% Mind.crit +11% Phys.pwr +10 (+2 eff.) Dmg.mod +0% acid +9% physical +0% blight +0% fire +0% nature Res.pen +5% physical Apr +3 ----- def ----- Defense +10 (+2 eff.) Resists +6% darkness +4% physical Proj.slow +25% A belt that goes around your waist. |
| In off hand | voratun longsword 'Jetseam' (154% power, 6 apr) 3.0 T5 longsword 1H weapon [Rare] Nature Power 154% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 light +12 darkness On Crit.r2 +40 lightning +32 cold +20 light On Hit: * 20% chance to reduce damage dealt by 24% On Crit: * project a beam of lightning While equipped: dps ---------- Mov.spd +33% Res.pen +22% lightning +12% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% Sharp, long, and deadly. |
| Cloak | Bleakwinnow of the Blightspawn (8 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +3 Mag +3 Cun +3 Con dps ---------- Acc +18 (+4 eff.) On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 6 * 30% chance to reduce damage dealt by 24% ----- def ----- Defense +8 (+2 eff.) Fatigue -7% Resists +24% lightning +14% fire +15% light Phys.save +10 (+4 eff.) Stealth +7 Max.HP +135.00 Stun/Frz- +40% ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearwoven cashmere robe of the mountain (+15%) (0 def, 20 armour) 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +13% darkness +26% physical Res.pen +11% darkness +8% physical Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Resists +11% all +15% physical ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
medical injector implant of the sneak (efficiency 139% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 121% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 201; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 417; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 550; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 356; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +21% Amulets can have magical properties. |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
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. |
Wintergasher the steel amulet0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Dex +3 Mag +5 Wil +2 Cun dps ---------- Mind.pwr +7 (+2 eff.) Melee Ret 10 cold ----- def ----- Crit.dmg- 10.00% Mind.save +9 (+4 eff.) Confus- +13% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
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 (+12 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. |
stralite amulet 'Sootquill'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +11 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Resists +9% darkness ---------- misc Stam/turn +2.00 Light +2 Masteries +0.31 Steamtech/Physics Amulets can have magical properties. |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
Blastveil the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% lightning +6% acid Res.pen +10% lightning ----- def ----- Resists +20% blight +9% lightning +9% acid Rings can have magical properties. |
Mardodig the Festerobeisance0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% light +25% nature ----- def ----- Resists +5% arcane +15% lightning Spell.save +13 (+6 eff.) Blind- +20% ---------- misc Max.stam +16.00 Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring 'Shockjustice'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +10 Con dps ---------- Dmg.mod +12% physical Acc +36 (+9 eff.) Apr +15 Melee Ret 8 lightning ----- def ----- Defense +12 (+3 eff.) ---------- misc Max.stam +20.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +34% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +28% Rings can have magical properties. |
savage's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Max.stam +19.00 Rings can have magical properties. |
savior's gold ring of arcana (+0.18/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Silence- +25% ---------- misc Mana/turn +0.18 Rings can have magical properties. |
sneakthief's gold ring of light (+20%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +10% light Acc +7 (+2 eff.) ----- def ----- Resists +20% light Rings can have magical properties. |
voratun ring 'Earthmark'0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +25% lightning +20% nature +20% acid Melee Ret 10 nature ----- def ----- Fatigue -8% Resists +9% lightning ---------- misc Max.enc +40 Rings can have magical properties. |
voratun battleaxe 'Tideimmortal' (187% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 187% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 nature +8 temporal On Hit.r1 +12 temporal While equipped: Stats +16 Str +19 Dex +17 Mag +16 Wil +16 Cun +19 Con dps ---------- Res.pen +5% cold Melee Ret 2 temporal ----- def ----- Resists +21% cold Massive two-handed battleaxes. |
blazebringer's voratun greatsword of crippling (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +41 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% All.spd +15% Res.pen +7% fire Massive two-handed swords. |
voratun greatsword of rage (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Str dps ---------- Dmg.mod +13% physical Acc +21 (+5 eff.) Massive two-handed swords. |
Silana the Scabfame (102% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 lightning +12 arcane +6 mind On Hit: * 20% chance to slow global speed by 56% * 12% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% nature Res.pen +5% lightning Sharp, long, and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) 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 opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.3% 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 (+5 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. |
Beleraressra the stralite dagger (134% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 134% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Acc +11 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +12% fire +6% mind Disarm- +33% Sharp, short and deadly. |
quick stralite dagger of torment (129% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master/Psionic Power 130% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +12 (+3 eff.) Sharp, short and deadly. |
stralite dagger 'Corpselash' (134% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 134% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 physical On Hit: * 20% chance to slow global speed by 56% While equipped: Stats +5 Con dps ---------- Phys.crit +6.0% Phys.pwr +10 (+2 eff.) Dmg.mod +9% physical Res.pen +15% nature +10% physical ----- def ----- Defense +10 (+2 eff.) Phys.save +18 (+6 eff.) Disarm- +23% Sharp, short and deadly. |
chilling voratun dagger of evisceration (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 146% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 cold On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+2 eff.) Sharp, short and deadly. |
stralite steamsaw 'Murkquill' (139% power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +80 Melee+ +4 blight On Hit.r1 +12 blight On Crit.r2 +73 fire Uses 1.0 Steam When used to Attack: On Crit.r2 +12 darkness On Hit: * Deal physical damage equal to your armor (50) While equipped: Stats +3 Wil dps ---------- All.spd +8% Res.pen +10% arcane +21% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +10% Resists +27% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
scouring voratun steamsaw (149% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Melee+ 21 acid 17 nature On Hit (Melee): * 6 arcane resource burn On Melee Ret: * 11 arcane resource burn ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +14% acid +14% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's voratun steamsaw (151% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: Stats +8 Str +9 Dex dps ---------- Acc +18 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Nature Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
tormentor's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Melee Ret 0 physical ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +12% blight +11% all Max.HP +54.00 HP.reg +2.30 Heal.mod +15% ---------- misc Hate/m.crit +4.00 Psi/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olyzor the Radiancewilder (6 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+2 eff.) Dmg.mod +9% light +12% arcane Res.pen +10% light ----- def ----- Armour +4 Hardiness +0% Defense +6 (+1 eff.) Fatigue +7% Resists +6% light Mind.save +23 (+8 eff.) A suit of armour made of leather. |
rejuvenating dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold HP.reg +2.80 ---------- misc Stam/turn +1.10 Breathe water A suit of armour made of mail. |
fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +91.00 HP.reg +8.00 Heal.mod +17% A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
drakeskin leather belt 'Icevice'1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +9% light +16% fire +13% cold +9% nature +5% arcane ---------- misc Infravis +3 See.Invis +6 A belt that goes around your waist. |
Glitterspawn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +12% cold Res.pen +5% acid +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning +0% cold +0% nature Max.HP +32.00 Stun/Frz- +0% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 25 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 16.70 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Hellwake (28 def, 13 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +13 Defense +28 (+7 eff.) Resists +0% lightning +24% fire +15% light +30% cold Stun/Frz- +0% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of the voidstalker (17 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +17 (+4 eff.) Resists +21% darkness +20% temporal Phys.save +15 (+5 eff.) Def/telep +16 Res/telep +13% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Veluwen' (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% mind Res.pen +7% physical On Hit (Melee): * 20% chance to slow global speed by 56% * 20 arcane resource burn ----- def ----- Armour +3 Resists +12% light Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+12 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 55 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
blightbringer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +8% acid +8% blight ----- def ----- Armour +5 Disease- +41% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Shockbright the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Melee+ 7 cold Dmg.mod +3% lightning +5% cold ----- def ----- Armour +2 Resists +12% acid +6% cold +9% temporal Unarmed combat: Power 116% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of the starseeker (0 def, 11 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Cun +12 Con ----- def ----- Armour +11 Hardiness +11% Resists +9% physical +6% light +8% darkness ---------- misc Infravis +2 Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +39 light +38 darkness On Hit: 5% Stone Touch 5 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 15.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Unarmed combat: Power 124% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature Acc +0 (+0 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+5 eff.) Blind- +100% ---------- misc Light +0 Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Nightsun the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% temporal +3% nature Crit.dmg- 10.00% HP.reg +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Light +0 Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Gleamwind (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +6% light Acc +0 (+0 eff.) Melee Ret 4 light 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +3% light +7% fire +7% cold +10% lightning ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
107 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. |
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. |
well-made alchemist's helper0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +15% acid +15% fire +15% nature +15% blight Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 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! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made winterchill edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
well-made winterchill edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 25] powerful fiery salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 57% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 57% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 165.59 fire damage (based on Magic). Uses 44 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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. |
innervating iron torque of gale force [power 105] (14 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 72 physical damage Puts all charms on 14 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of mindblast [power 150] (14 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 74 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (14 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 79 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
Starusher [power 440] (17 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +15% lightning +3% light +6% blight Max.HP +20.00 Stun/Frz- +10% Blast the opponent's mind dealing 218 mind damage and silencing them for 4 turns Puts all charms on 17 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of stinging [power 110] (14 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 51 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Morningwaker' [power 95] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+6 eff.) Dmg.mod +12% fire Res.pen +5% light +15% mind ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 115 Armor: 4 All Resist: 4 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 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 22 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. |
ash totem of stinging [power 176] (14 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 82 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of stinging [power 284] (14 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 266] (14 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
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 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 23 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 31 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Spranklin Toots the Krog Marauder level 29
80th Haze 122nd year of Ascendancy at 10:35 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Spranklin Toots the Krog Marauder level 28
70th Haze 122nd year of Ascendancy at 18:10 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Spranklin Toots the Krog Marauder level 18
59th Dusk 122nd year of Ascendancy at 15:12 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Spranklin Toots the Krog Marauder level 35
34th Pyre 123rd year of Ascendancy at 22:08 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Spranklin Toots the Krog Marauder level 32
29th Pyre 123rd year of Ascendancy at 21:50 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Spranklin Toots the Krog Marauder level 31
59th Regrowth 123rd year of Ascendancy at 01:13 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Spranklin Toots the Krog Marauder level 18
55th Dusk 122nd year of Ascendancy at 17:55 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Spranklin Toots the Krog Marauder level 34
31st Pyre 123rd year of Ascendancy at 22:10 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Spranklin Toots the Krog Marauder level 22
23rd Haze 122nd year of Ascendancy at 06:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Spranklin Toots the Krog Marauder level 18
76th Dusk 122nd year of Ascendancy at 10:17 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Spranklin Toots the Krog Marauder level 29
32nd Regrowth 123rd year of Ascendancy at 04:04 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Spranklin Toots the Krog Marauder level 33
30th Pyre 123rd year of Ascendancy at 12:12 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Spranklin Toots the Krog Marauder level 29
9th Decay 122nd year of Ascendancy at 21:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Spranklin Toots the Krog Marauder level 10
6th Dusk 122nd year of Ascendancy at 18:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Spranklin Toots the Krog Marauder level 20
79th Dusk 122nd year of Ascendancy at 00:14 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Spranklin Toots the Krog Marauder level 30
55th Regrowth 123rd year of Ascendancy at 02:13 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Spranklin Toots the Krog Marauder level 20
20th Haze 122nd year of Ascendancy at 18:39 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Spranklin Toots the Krog Marauder level 34
32nd Pyre 123rd year of Ascendancy at 00:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Spranklin Toots the Krog Marauder level 7
1st Flare 122nd year of Ascendancy at 03:52 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Spranklin Toots the Krog Marauder level 30
56th Regrowth 123rd year of Ascendancy at 08:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Spranklin Toots the Krog Marauder level 16
38th Dusk 122nd year of Ascendancy at 15:32 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Spranklin Toots the Krog Marauder level 27
70th Haze 122nd year of Ascendancy at 04:55 see stats
Log
Spranklin Toots's Quickdraw Knife performs a melee critical strike against Ce'Neriabrekira the orc grand master assassin!
Spranklin Toots's Quickdraw Knife hits Ce'Neriabrekira the orc grand master assassin for 66 physical, 14 lightning, 0 light (80 total damage).
Bleeding from Ce'Neriabrekira the orc grand master assassin hits Spranklin Toots for 45 physical damage.
Deadly Poison from Ce'Neriabrekira the orc grand master assassin hits Spranklin Toots for (50 antimagic), 7 nature (7 total damage).
Orc archer shoots!
Spranklin Toots is recovering from the damage!
Orc archer's Shoot hits Spranklin Toots for 92 physical, (15 antimagic), 0 fire (92 total damage).
Ce'Neriabrekira the orc grand master assassin uses Venomous Strike.
Ce'Neriabrekira the orc grand master assassin performs a melee critical strike against Spranklin Toots!
Ce'Neriabrekira the orc grand master assassin performs a melee critical strike against Spranklin Toots!
Spranklin Toots is poisoned!
Spranklin Toots's Antimagic Zone is disrupted by crippling poison!
Spranklin Toots's Relentless Pursuit is disrupted by crippling poison!
Spranklin Toots's Bleeding Edge is disrupted by crippling poison!
Spranklin Toots's Whirlwind is disrupted by crippling poison!
Ce'Neriabrekira the orc grand master assassin hits Spranklin Toots for (50 antimagic), 294 nature, (50 antimagic), 103 nature (397 total damage).
Melee retaliation hits Ce'Neriabrekira the orc grand master assassin for 0 lightning, 26 physical, 0 darkness, 0 lightning, 26 physical, 0 darkness (53 total damage).
LIFE LOST WARNING!
--------------------------------
Spranklin Toots's is no longer disrupted.
Spranklin Toots deactivates Quickdraw.
Spranklin Toots stops being poisoned.
Spranklin Toots is no longer poisoned.
Spranklin Toots stops bleeding.
Spranklin Toots deactivates Skate.
Spranklin Toots is suffering less.
Spranklin Toots deactivates Antimagic Shield.
Spranklin Toots is no longer attuned.
Spranklin Toots has finished recovering.



















































































































































































