











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 50 / 552% |
| Size | big |
| Lifes / Deaths | Killed by Emariba the Caustic Terror at level 50 on the 29th Dusk 124th year of Ascendancy at 11:40 / 1 |
Primary Stats
| Strength | 97 (base 64) |
| Dexterity | 114 (base 60) |
| Constitution | 42 (base 16) |
| Magic | 95 (base 60) |
| Willpower | 35 (base 10) |
| Cunning | 70 (base 34) |
Resources
| Life | -264/1011 |
| Mana | 576/696 |
| Stamina | 48/310 |
| Steam | 100/100 |
| Healing Factor | 1.3339880031269 |
| Regeneration | 11.005401025797 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 15 |
| Infravision | 15 |
| See Stealth | 108.82762437192 |
| See Invisible | 100.82762437192 |
Offense: Mainhand
| Damage | 302 |
| Accuracy | 87 |
| Crit Chance | 112% |
| APR | 71 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +94% |
| Lightning | +45% |
| Light | +28% |
| Temporal | +60% |
| Cold | +45% |
| Arcane | +59% |
| Fire | +45% |
| All | +8% |
Offense: Damage Penetration
| Physical | +65% |
| Arcane | +39% |
| Temporal | +43% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 29 (69.272896347862%) |
| Defense | 87 |
| Ranged Defense | 87 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 44 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 62%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 55%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 37%( 70%) |
| Lightning | + 62%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 57% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 29% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -998 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1996 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 941% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 724 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.60 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.60 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Marksmanship | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by gigantic corrosive tunneler. Escort: lost sun paladin (level 2 of Daikara) | failed |
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 lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)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 |
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 Minotaur. * 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. 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 wretchling eyeball. * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 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. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of hardened leather boots of massiveness (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Str +7 Con offense ------ Damage +8% physical defense ------ Armor +3 Physical save +15 (+5 eff.) Silence Resist +29% Confus Resist +27% Pinning Resist +25% Stun Resist +28% Knockbk Resist +25% Teleport Resist +100% other ------- Size +1 A pair of boots made of leather. |
| Quiver | barbed quiver of dragonbone arrows of annihilation (19/19, 78-109 power, 30 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Master Weapon Damage 78.0 - 109.2 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +32.0% Capacity 19 Projectile Speed +200% On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Lightdare 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Physical Power +15 (+2 eff.) Damage +20% light Ignore resists +25% physical Ignore Armor +5 defense ------ Resistance +15% light Mind save +15 (+5 eff.) other ------- Stamina/turn +3.00 Light +13 See Stealth +33 See Invisibility +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Layorilaith the hardened leather cap (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +1 Str +5 Dex +0 Cun +1 Con offense ------ Physical Crit +3.0% Damage +24% physical Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +3% other ------- Psi when Hit +0.12 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
| Tool | Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 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." |
| On fingers | Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +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. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +51.00 Life Regen +8.00 Healmod +10% Stun Resist +30% Rings make your fingers look great! |
| Around waist | Girdle of Preservation 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Defense +10 (+2 eff.) Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Slow Projectiles +25% Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | keeper's dragonbone longbow of true flight 4.0 Encumbrance T5 longbow 2H weapon [Ego++] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Damage Against +0% Undead +0% Demon +0% Horror On Hit: * flashes light on your target dealing 82 damage While equipped: offense ------ Physical Crit +20.0% Critical power +15.00% Damage +17% physical +15% temporal Ignore resists +15% physical +18% temporal Accuracy +20 (+4 eff.) other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con offense ------ Spell Crit +12% Spellpower +35 (+9 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- 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! |
| Cloak | Salinor the Greenhunger (3 def, 11 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex offense ------ Spell Crit +6% Critical power +27.00% Spellpower +8 (+2 eff.) Damage +14% arcane Ignore resists +14% arcane Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Armor +11 Defense +3 (+1 eff.) Resistance +30% lightning +30% cold +9% nature +6% darkness Stun Resist +50% other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
medical injector implant of the wizard (efficiency 188% / cooldown 96%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 427; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical, physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 43%; mental, physical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 43% 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 575 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (290.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 464.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 140; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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 Encumbrance 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: Back Support0.1 Encumbrance 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: Botanical Shell0.1 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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. |
6 schematic: Crystal Edge0.1 Encumbrance 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: Crystal Plating0.1 Encumbrance 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: Deflection Field0.1 Encumbrance 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 Encumbrance 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. |
6 schematic: Flash Powder0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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: Galvanic Retributor0.1 Encumbrance 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 Encumbrance 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: Headlamp0.1 Encumbrance 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: Hook Shell0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance 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: Magnetic Shell0.1 Encumbrance 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: Mana Coil0.1 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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 Encumbrance 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. |
8 schematic: Razor Edge0.1 Encumbrance 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. |
5 schematic: Rocket Boots0.1 Encumbrance 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: Saw Projector0.1 Encumbrance 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: Saw Shell0.1 Encumbrance 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 Encumbrance 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: Silver Filigree0.1 Encumbrance 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: Solid Shell0.1 Encumbrance 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: Spike Attachment0.1 Encumbrance 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: Spring Grapple0.1 Encumbrance 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: Steamgun0.1 Encumbrance 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. |
6 schematic: Steamsaw0.1 Encumbrance 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: Thunderclap Coating0.1 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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: Voltaic Sentry0.1 Encumbrance 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: Water Salve0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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 Encumbrance 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Betossra =m4cun4=0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Dex +4 Mag +4 Cun offense ------ Damage +21% acid defense ------ Crit Resistance 10.00% Healmod +15% Amulets make your neck look great! |
Getabers the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck +4 Con offense ------ Physical Crit +2.0% Accuracy +11 (+2 eff.) Ignore Armor +6 defense ------ Defense +31 (+6 eff.) Resistance +5% arcane Physical save +37 (+11 eff.) Spell save +19 (+6 eff.) Mind save +22 (+7 eff.) Resist unseen 16% Unlife -40.00 life Life +80.00 Life Regen +6.00 other ------- Max stamina +10.00 Amulets make your neck look great! |
Sleetrot0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +15.00% Physical Power +9 (+1 eff.) Combat Speed +10% Damage +9% physical Accuracy +15 (+3 eff.) defense ------ Armor +6 Defense +30 (+6 eff.) Resistance +12% blight +9% cold other ------- Stamina/turn +3.03 Amulets make your neck look great! |
gold amulet 'Turydosin'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +7 Con offense ------ Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) Resistance +15% lightning +9% darkness Life +80.00 Confus Resist +20% Amulets make your neck look great! |
vitalizing stralite amulet of dexterity (+6)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +6 Dex +4 Con defense ------ Physical save +9 (+3 eff.) Life +43.00 Life Regen +4.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Beuharaharagorn the Gleamworm0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Str +7 Con offense ------ Physical Power +8 (+1 eff.) Damage +9% blight Ignore resists +5% light defense ------ Armor +14 Resistance +18% acid +12% light +15% cold +3% blight +16% fire +3% nature +25% lightning Rings make your fingers look great! |
Daimeradar the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +10 Con offense ------ Physical Crit +2.0% Physical Power +14 (+2 eff.) Spellpower +20 (+5 eff.) Damage +18% nature Ignore resists +10% blight When Hit 2 arcane defense ------ Resistance +36% nature Mind save +15 (+5 eff.) Confus Resist +39% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.12 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eremarab0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Mag +5 Cun +6 Con offense ------ Spellpower +10 (+3 eff.) Damage +18% physical Ignore resists +10% physical defense ------ Armor +10 other ------- Max stamina +30.00 Rings make your fingers look great! |
Morningsage0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +7 Dex +10 Mag +6 Wil offense ------ Spellpower +10 (+3 eff.) Ignore resists +25% light When Hit 4 light defense ------ Crit Resistance 10.00% other ------- Light +2 Rings make your fingers look great! |
Nightsong =cun6=0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 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. |
Olinaridin the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex +10 Cun offense ------ Critical power +20.40% Mindpower +30 (+11 eff.) Accuracy +20 (+4 eff.) other ------- EQ when Hit +0.12 Max hate +8.00 Rings make your fingers look great! |
Relgulen the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str defense ------ Fatigue -5% Resistance +6% lightning +9% fire Physical save +3 (+1 eff.) Confus Resist +10% other ------- Encumbrance +24 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Silawe0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +8 Wil +7 Mag offense ------ Spellpower +20 (+5 eff.) Ignore resists +20% physical defense ------ Physical save +15 (+5 eff.) Spell save +14 (+4 eff.) other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Rings make your fingers look great! |
conjurer's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +11 Mag +5 Wil offense ------ Spellpower +10 (+3 eff.) On-Hit 16 light On-Ranged-Hit 19 light Damage +16% light Rings make your fingers look great! |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+1 eff.) Confus Resist +21% Rings make your fingers look great! |
gladiator's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Blind Resist +22% other ------- Infravision +3 See Stealth +7 See Invisibility +9 Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +13 (+4 eff.) Stun Resist +30% other ------- Max stamina +19.00 Rings make your fingers look great! |
psionicist's gold ring of arcana (+0.14/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +6 Wil defense ------ Mind save +12 (+4 eff.) Silence Resist +24% other ------- Mana/turn +0.14 Rings make your fingers look great! |
steel ring 'Hathyroddastir'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex offense ------ Critical power +15.00% Spellpower +20 (+5 eff.) Spellpower/crit +4 Damage +12% darkness defense ------ Resistance +24% darkness Spell save +3 (+1 eff.) Unlife -40.00 life other ------- Max vim +30.00 Rings make your fingers look great! |
stralite ring 'Grinigrim'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Mag offense ------ Critical power +20.00% Spellpower +20 (+5 eff.) Spellpower/crit +10 Damage +17% acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +34% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
titan's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +10 Con defense ------ Resistance +29% acid +17% fire +19% lightning +22% cold Physical save +20 (+6 eff.) Rings make your fingers look great! |
wizard's copper ring =m3=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Physical Power +7 (+1 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +8 (+2 eff.) Rings make your fingers look great! |
quick dwarven-steel battleaxe of ruin (32-48 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Master Weapon Damage 32.0 - 48.0 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Physical Crit +12.0% Critical power +16.00% Combat Speed +10% Accuracy +19 (+4 eff.) Ignore Armor +12 Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of evisceration (56-85 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +23 lightning +27 cold On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +16 (+2 eff.) Move Speed +50% Ignore resists +17% lightning +30% cold Massive two-handed battleaxes. |
truestriking voratun battleaxe (57-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 57.0 - 85.5 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +21% physical Accuracy +24 (+5 eff.) Ignore Armor +16 Massive two-handed battleaxes. |
truestriking voratun battleaxe of paradox (56-85 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +27 temporal While equipped: offense ------ Ignore resists +17% physical Accuracy +21 (+4 eff.) Ignore Armor +17 defense ------ Resistance +20% temporal Massive two-handed battleaxes. |
warbringer's voratun battleaxe of torment (59-88 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master/Psionic Weapon Damage 59.0 - 88.5 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Con offense ------ Physical Power +14 (+2 eff.) Ignore resists +14% physical defense ------ Disarm Resist +35% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) =m5=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr) =m4=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 147.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced stralite dagger of crippling (31-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 31.0 - 40.3 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +6 Dex +6 Mag +7 Wil +11 Cun +7 Con offense ------ Physical Crit +7.0% Sharp, short and deadly. |
enhanced voratun dagger of persecution (40-52 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Disrupt Weapon Damage 40.0 - 52.0 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +19% Unnatural While equipped: Stats +4 Str +10 Dex +9 Mag +16 Wil +9 Cun +9 Con Sharp, short and deadly. |
enhanced voratun dagger of projection (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Str +9 Dex +10 Mag +8 Wil +6 Cun +9 Con Sharp, short and deadly. |
steel dagger 'Xyriwen' (14-18 power, 6 apr) =c4=1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: Stats +4 Con offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 defense ------ Crit Resistance 15.00% Healmod +10% other ------- Light +3 See Invisibility +3 Sharp, short and deadly. |
slime-covered voratun greatsword of torment (62-99 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Disrupt/Psionic Weapon Damage 62.0 - 99.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 50% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
warbringer's iron greatsword of the mystic (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 15.5 - 24.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Mag +3 Wil +3 Con offense ------ Physical Power +9 (+1 eff.) Spellpower +10 (+3 eff.) Ignore resists +10% physical defense ------ Disarm Resist +21% Massive two-handed swords. |
Radiancerot4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +17 acid While equipped: Stats +9 Dex +2 Wil offense ------ Critical power +5.00% Damage +21% acid +15% physical +18% temporal Ignore resists +23% physical +10% mind +12% temporal When Hit 4 light defense ------ Mind save +3 (+1 eff.) other ------- EQ when Hit +0.04 Max hate +4.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+8 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 135 to 270 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
runic dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon [Ego++] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Arcane Vortex level 5 While equipped: Stats +6 Mag offense ------ Spellpower +14 (+4 eff.) Damage +15% arcane Ignore resists +14% all Accuracy +23 (+5 eff.) Ignore Armor +15 Longbows are used to shoot arrows at your foes. |
Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+8 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
enhanced iron longsword of enduring (10-14 power, 2 apr) =c11=3.0 Encumbrance T1 longsword 1H weapon [Ego++] Nature Weapon Damage 10.0 - 14.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Str +3 Dex +4 Mag +9 Wil +4 Cun +11 Con defense ------ Life +13.00 Sharp, long, and deadly. |
plaguebringer's stralite longsword of shearing (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On Hit: 20% Epidemic level 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 30 While equipped: offense ------ Ignore resists +10% all Accuracy +15 (+3 eff.) Ignore Armor +10 defense ------ Disease Resist +18% Sharp, long, and deadly. |
plaguebringer's voratun mace of daylight (47-66 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +15 blight +16 light Damage Against +8% Undead On Hit: 20% Epidemic level 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 30 While equipped: defense ------ Disease Resist +20% Blunt and deadly. |
quick voratun mace of phasing (48-67 power, 17 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +3.0% Attack Speed 100% Ignore Shields +18% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +18 (+4 eff.) Blunt and deadly. |
epiphanous living mindstar of life (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +14 (+6 eff.) Damage +19% mind defense ------ Life +17.00 Life Regen +1.10 other ------- Psi-on-crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious living mindstar (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Resistance +8% nature other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
harmonious pulsing mindstar of storms (12-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Str +5 Dex +4 Mag +1 Wil +3 Cun +5 Con offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 12 lightning Damage +4% nature +10% lightning Ignore resists +7% nature +12% lightning defense ------ Resistance +6% nature +11% lightning other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful living mindstar of frost (18-20 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 18.0 - 19.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 10 cold Damage +15% cold +25% mind +17% darkness Ignore resists +13% cold +13% mind +11% darkness defense ------ Armor +15 Resistance +4% cold other ------- Max hate +9.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful living mindstar of storms (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +5 Dex +4 Mag +6 Wil +4 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 10 lightning Damage +7% lightning +18% mind +13% darkness Ignore resists +20% lightning +10% mind +10% darkness defense ------ Resistance +20% lightning other ------- Max hate +7.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of sand (15-16 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 15.0 - 16.5 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 15 physical Damage +13% physical Ignore resists +12% physical defense ------ Resistance +9% physical other ------- Hate/kill +2.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 88.56 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic living mindstar (17-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +13.0% Attack Speed 100% On Hit: * 15% chance to slow global speed by 50% * 18% chance to reduce armor by 40% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of venom (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 12 acid Damage +13% acid +7% nature Ignore resists +9% acid defense ------ Resistance +7% acid +7% blight Life Regen +3.00 Disease Resist +15% other ------- 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. |
resonating living mindstar (16-17 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +6% mind Ignore resists +8% mind defense ------ Resistance +6% mind Resonance +13% other ------- Psi when Hit +1.20 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. |
elven-wood vilestaff of wizardry (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +20 (+5 eff.) Damage +25% fire other ------- Max mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +35 (+9 eff.) Damage +25% lightning +25% cold +25% arcane +25% fire other ------- Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of protection (39-47 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 39.0 - 46.8 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+5 eff.) Damage +39% fire defense ------ Resistance +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Heartrend (28-42 power, 19 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Jetfist the voratun steamsaw (41-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On-hit +8 darkness Damage Against +21% Unnatural Uses 1.0 Steam While equipped: Stats +13 Str +11 Dex +10 Mag +19 Wil +10 Cun +10 Con offense ------ Damage +18% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +28% lightning +6% acid Spell save +6 (+2 eff.) other ------- 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! |
enhanced stralite waraxe (34-48 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +6 Str +5 Dex +7 Mag +7 Wil +7 Cun +7 Con One-handed war axes. |
enhanced voratun waraxe of evisceration (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +11 Dex +10 Mag +8 Wil +12 Cun +13 Con offense ------ Physical Crit +11.0% Physical Power +7 (+1 eff.) One-handed war axes. |
enhanced voratun waraxe of projection (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Str +6 Dex +13 Mag +7 Wil +10 Cun +9 Con One-handed war axes. |
stormbringer's voratun waraxe of ruin (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +27 lightning +10 cold While equipped: offense ------ Physical Crit +8.0% Critical power +29.00% Move Speed +31% Ignore resists +15% lightning +17% cold Ignore Armor +10 One-handed war axes. |
Elota the Stokequench1.0 Encumbrance T5 belt armor [Random Unique] Nature While equipped: Stats +3 Con offense ------ Mindpower +6 (+3 eff.) Ignore resists +25% acid When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce armor by 40% defense ------ Resistance +21% lightning +17% temporal +6% fire Mind save +10 (+3 eff.) A belt that goes around your waist. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 26 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 62 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. |
Hilavor1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil +3 Cun +1 Con offense ------ Physical Power +5 (+1 eff.) Damage +9% physical defense ------ Armor +2 Fatigue -5% Unlife -20.00 life other ------- Encumbrance +25 A belt that goes around your waist. |
balancing drakeskin leather belt of dampening1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +12.0% Mind Crit +8% defense ------ Resistance +6% acid +8% fire +10% lightning +7% cold A belt that goes around your waist. |
monstrous hardened leather belt of dampening1.0 Encumbrance T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +5 Con offense ------ Physical Power +8 (+1 eff.) defense ------ Resistance +5% acid +7% fire +7% lightning +7% cold Physical save +8 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Flaretickler' =c6=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Con offense ------ Physical Power +3 (+0 eff.) When Hit 2 fire defense ------ Resistance +1% physical Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Betobressra the linen cloak (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil offense ------ Physical Crit +3.0% Damage +12% physical defense ------ Defense +16 (+3 eff.) Resistance +3% blight +0% cold +0% nature +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 281 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Sewerspiker the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Defense +1 (+0 eff.) Resistance +6% blight +3% lightning Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour) =m3=2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Spell save +7 (+2 eff.) other ------- Max mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armydotir the Abyssworth (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag offense ------ Spell Crit +13% Spellpower +30 (+8 eff.) Damage +6% acid +27% physical +26% mind +20% temporal Ignore resists +15% temporal +15% physical When Hit 10 fire On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Resistance +6% acid +6% cold +26% mind +15% all Anomaly Control +15 other ------- Mana/turn +0.24 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashwoe the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +13 Mag +5 Wil offense ------ Spell Crit +6% Spellpower +10 (+3 eff.) Damage +22% arcane +37% temporal +37% mind +28% physical Ignore resists +13% temporal +15% physical defense ------ Resistance +21% lightning +40% mind +15% all Anomaly Control +16 other ------- Max mana +108.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Winterbloom (3 def, 2 armour) =cun7=2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: Stats +7 Cun +2 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +6% cold +9% all Physical save +18 (+6 eff.) other ------- EQ when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 7 Cooldown: 15 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. |
ancient woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +9% temporal +10% physical Ignore resists +7% temporal +7% physical defense ------ Resistance +9% blight +9% all Anomaly Control +10 Life +62.00 Life Regen +1.80 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +11% blight +17% darkness +13% mind +13% all Physical save +11 (+3 eff.) Spell save +12 (+4 eff.) Mind save +20 (+6 eff.) Life +41.00 Life Regen +2.40 Healmod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +11% mind +9% all Physical save +12 (+4 eff.) Spell save +10 (+3 eff.) Mind save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of frost (+28%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +19% cold defense ------ Resistance +15% all +28% cold Spell save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deepsknight the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Physical Crit +3.0% Physical Power +4 (+0 eff.) Ignore resists +5% darkness Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Resistance +3% darkness +15% cold Physical save +10 (+3 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) other ------- Stamina/turn +0.70 Max stamina +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchedge the pair of rough leather boots (0 def, 1 armour) =m3=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +4 (+1 eff.) Damage +6% blight Ignore resists +10% cold defense ------ Armor +1 other ------- Infravision +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Arira' (31 def, 9 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +9 Str +13 Dex +8 Con offense ------ Damage +9% physical Ignore Armor +3 defense ------ Armor +9 Defense +31 (+6 eff.) Fatigue -9% Resistance +3% blight +6% temporal +6% light Physical save +14 (+4 eff.) other ------- Encumbrance +44 Size +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Cuthygorn' (0 def, 7 armour) =c6=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +6 Con offense ------ When Hit 4 physical defense ------ Armor +7 Fatigue +3% Resistance +5% arcane Unlife -40.00 life other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Alylin the Freezepride (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +5 Str +4 Mag +5 Wil +5 Cun +10 Con offense ------ Damage +9% cold defense ------ Armor +3 Fatigue +5% Life Regen +9.00 other ------- Stamina/turn +1.60 Max stamina +33.00 Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Elenudar the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Str +6 Dex +9 Wil +8 Cun offense ------ Physical Power +20 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lavapower the dwarven-steel gauntlets (0 def, 4 armour) =c3=1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +3 Con offense ------ When Hit 6 fire defense ------ Armor +4 Fatigue +3% Life Regen +5.00 other ------- Stamina/turn +4.00 Max stamina +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Mayeyann (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Wil +3 Con offense ------ Spellpower/crit +6 On-Hit 10 cold Damage +7% cold defense ------ Armor +3 Resistance +6% cold Physical save +24 (+8 eff.) Spell save +9 (+3 eff.) Mind save +6 (+2 eff.) Life Regen +5.40 Disarm Resist +48% other ------- Stamina/turn +0.80 Psi/turn +0.23 Mana-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =cun4=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Voidquarry the dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +3 Wil +3 Cun offense ------ Physical Crit +3.0% Critical power +5.00% Damage +6% arcane +6% darkness defense ------ Armor +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Yvidatha the Dayqueller (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +1 Wil +4 Con offense ------ Physical Power +18 (+3 eff.) Mindpower +30 (+11 eff.) On-Hit 15 blight Damage +9% blight +3% mind Ignore resists +5% light When Hit 2 mind defense ------ Armor +3 Resistance +8% blight Physical save +30 (+10 eff.) Spell save +9 (+3 eff.) Mind save +27 (+9 eff.) Disarm Resist +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour) =m7=1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 3 acid 5 cold 5 fire 5 arcane 6 lightning Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +5 Dex offense ------ Accuracy +25 (+5 eff.) When Hit: * 16 arcane resource burn defense ------ Armor +3 Spell save +18 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +14.0% Spell Crit +15% Mind Crit +6% Critical power +9.00% Spellpower +12 (+3 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Polerin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +6 Con offense ------ Physical Crit +1.0% Ignore resists +10% acid defense ------ Armor +3 Fatigue +5% Resistance +3% acid other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Sulfurstreak the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +3% mind defense ------ Armor +1 Fatigue +1% Resistance +3% nature Mind save +9 (+3 eff.) A cap made of leather. |
Xanitha the rough leather cap (0 def, 1 armour) =m4=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +3 Con offense ------ Mind Crit +2% defense ------ Armor +1 Fatigue +1% Resistance +6% acid other ------- Max hate +8.00 A cap made of leather. |
dwarven-steel helm 'Tarriderin' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +8 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% blight defense ------ Armor +4 Fatigue +4% Resistance +6% darkness +9% temporal Physical save +6 (+2 eff.) Pinning Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Pyretitan' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +3 Con offense ------ Mind Crit +5% Mindpower +9 (+4 eff.) Damage +10% acid +16% physical +20% darkness +25% lightning +12% cold +27% arcane +21% fire Ignore resists +15% blight When Hit 8 fire defense ------ Defense +3 (+1 eff.) Resistance +19% darkness +15% physical other ------- Max hate +12.00 Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 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... |
cleansing voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +16% nature +16% blight Life +38.00 Life Regen +7.00 Healmod +19% A suit of armour made of mail. |
cleansing voratun mail armour of natural resilience (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +26% nature +29% blight Resist Against +10% Unnatural A suit of armour made of mail. |
enlightening voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +20 (+6 eff.) Life +33.00 Life Regen +6.00 Healmod +18% A suit of armour made of mail. |
enlightening voratun mail armour of implacability (5 def, 17 armour)14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +7 Wil defense ------ Armor +17 Defense +5 (+1 eff.) Fatigue +5% Physical save +10 (+3 eff.) Mind save +20 (+6 eff.) A suit of armour made of mail. |
hardened voratun mail armour of the deep (5 def, 24 armour)14.0 Encumbrance T5 heavy armor [Ego++] Nature/Master While equipped: defense ------ Armor +24 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% acid +10% physical +9% fire +12% lightning +23% cold other ------- Breathe water A suit of armour made of mail. |
impenetrable stralite mail armour of implacability (4 def, 25 armour)14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: defense ------ Armor +25 Defense +4 (+1 eff.) Fatigue +5% Physical save +11 (+3 eff.) A suit of armour made of mail. |
prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: Stats +8 Str +7 Mag +7 Wil offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +10% Physical Power +15 (+2 eff.) Spellpower +23 (+6 eff.) Mindpower +19 (+7 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning +16% light +15% darkness A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Life +80.00 Life Regen +9.00 Healmod +18% A suit of armour made of mail. |
duelist's drakeskin leather armour of Eyal (26 def, 13 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex defense ------ Armor +13 Defense +26 (+5 eff.) Fatigue +8% Life +61.00 Life Regen +7.00 Healmod +14% A suit of armour made of leather. |
enlightening rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Mind save +11 (+3 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of acid resistance (14 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Str +7 Dex defense ------ Armor +6 Defense +14 (+3 eff.) Fatigue +8% Resistance +23% acid Physical save +8 (+2 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of command (42 def, 14 armour)9.0 Encumbrance T5 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +7 Dex offense ------ Move Speed +20% defense ------ Armor +14 Defense +42 (+9 eff.) Fatigue +8% Mind save +18 (+6 eff.) A suit of armour made of leather. |
reinforced leather armour 'Bogsmash' (12 def, 15 armour)9.0 Encumbrance T4 light armor [Random Unique] Arcane/Psionic While equipped: Stats +0 Str +4 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) On-Hit 32 acid 21 fire When Hit 20 acid 19 fire defense ------ Armor +15 Defense +12 (+3 eff.) Fatigue +8% Resistance +36% acid +33% fire +8% mind +3% nature Mind save +17 (+5 eff.) other ------- Stamina/turn +2.00 A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (20 def, 19 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 7 fire defense ------ Armor +19 Defense +20 (+4 eff.) Fatigue +8% Resistance +17% fire +21% physical Life +53.00 Life Regen +1.00 Healmod +16% A suit of armour made of leather. |
volcanic drakeskin leather armour of delving (20 def, 23 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats +8 Str offense ------ On-Hit 7 fire On-Ranged-Hit 8 fire defense ------ Armor +23 Defense +20 (+4 eff.) Fatigue +8% Resistance +31% physical +18% darkness +26% fire other ------- Light +1 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
fortifying voratun plate armour of delving (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Master While equipped: Stats +9 Str +5 Con defense ------ Armor +16 Fatigue +22% Resistance +20% darkness +11% physical Life +30.00 other ------- Light +2 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
The Black Wall (12 def, 9 armour, 200 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+3 eff.) Ranged Defense +15 (+3 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
acidic voratun shield of physical resistance (+16%) (0 def, 10 armour, 202.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 acid When Hit 21 acid defense ------ Armor +10 Fatigue +8% Resistance +16% physical other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of shrapnel (0 def, 10 armour, 207 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +11 Dex offense ------ Accuracy +24 (+5 eff.) On shield block: * Cause enemies within radius 6 to bleed for 347 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Blizzardumbra (23/23, 55-77 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 55.0 - 77.0 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +11.0% Capacity 23 On-ranged-hit +27 lightning +21 physical On-Hit, radius 1 +20 cold On-crit, radius 2 +20 lightning +20 cold +8 acid On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Charstone (45/45, 86-121 power, 36 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 86.5 - 121.1 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +3.0% Capacity 45 On-ranged-hit +38 blight +4 fire On-Hit, radius 1 +4 cold +20 fire On-crit, radius 2 +20 fire +4 cold On Hit: 20% Epidemic level 5 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 30 Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 50% Dex, 50% Mag, 70% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
barbed quiver of dragonbone arrows (20/20, 62-88 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 62.5 - 87.5 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +21.0% Capacity 20 On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of torment (23/23, 70-99 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Master/Psionic Weapon Damage 70.5 - 98.7 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +11.0% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of accuracy (24/24, 58-82 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego] Master Weapon Damage 58.5 - 81.9 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +18 Ignore Armor +14 Critical Rate +2.5% Capacity 24 Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of corruption (16/21, 54-76 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 54.5 - 76.3 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +30 darkness Damage Against +20% Living On Hit: 20% Curse of Defenselessness level 5 Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of grasping (23/23, 54-75 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Nature/Psionic Weapon Damage 53.5 - 74.9 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 23 On-ranged-hit +38 darkness Damage Against +30% Living On Hit: * 20% chance to create vines that bind the target to the ground dealing 145 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
6 agate0.0 Encumbrance 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. |
775 alchemist agate0.0 Encumbrance 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. |
9 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance 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. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Nenn (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex offense ------ Damage +9% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +7 (+2 eff.) Resistance +12% lightning +8% physical +11% nature +6% cold Physical save +3 (+1 eff.) Life +40.00 other ------- Max stamina +27.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Samanik (dig speed 7 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex offense ------ Physical Power +9 (+1 eff.) Move Speed +10% Damage +3% blight When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +6 Resistance +10% darkness Affinity +15% darkness Mind save +18 (+6 eff.) Life +40.00 other ------- Max stamina +30.00 Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Samolakath (dig speed 19 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil offense ------ Ignore resists +25% acid defense ------ Armor +6 Unlife -80.00 life other ------- Stamina/turn +3.00 Max vim +30.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +8% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 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 46.19 cold damage and 61.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Mayille the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats +1 Str +2 Dex +4 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+1 eff.) defense ------ Armor +8 Defense +5 (+1 eff.) Physical save +10 (+3 eff.) Life +42.00 Healmod +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rhidil2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +1% physical Physical save +5 (+1 eff.) Unlife -80.00 life Healmod +12% Disease Resist +10% Knockbk Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(90 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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)1.0 Encumbrance 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 Many Ways1.0 Encumbrance 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance 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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
71 alchemist bloodstone0.0 Encumbrance 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. |
9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 626.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance 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. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * 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. |
barbed pouch of voratun shots of grasping (21/21, 67-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Nature/Master Weapon Damage 67.0 - 80.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 145 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 Encumbrance T4 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! |
stralite mental stimulator0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
powerful voratun torque of mindblast [power 385] (13 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 416 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Harugakor [power 30] (17 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +15% acid +9% physical Ignore Armor +1 other ------- Stamina/turn +3.00 Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 518] (13 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 518 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 248] (16 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Chaliran [power 176] (13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Armor +2 Resistance +3% light +3% blight Unlife -60.00 life Life +60.00 Cut Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (255 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of shielding [power 182] (17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Adalenne' [power 278] (17 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Physical Power +25 (+4 eff.) defense ------ Defense +20 (+4 eff.) Resistance +5% physical Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ballen the Shalore Archer level 33
8th Allure 124th year of Ascendancy at 23:13 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ballen the Shalore Archer level 50
12nd Dusk 124th year of Ascendancy at 17:27 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ballen the Shalore Archer level 29
78th Dusk 123rd year of Ascendancy at 14:02 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Ballen the Shalore Archer level 31
31st Haze 123rd year of Ascendancy at 16:04 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Ballen the Shalore Archer level 38
32nd Regrowth 124th year of Ascendancy at 12:59 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ballen the Shalore Archer level 38
48th Regrowth 124th year of Ascendancy at 07:04 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ballen the Shalore Archer level 46
71st Pyre 124th year of Ascendancy at 09:18 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Ballen the Shalore Archer level 36
28th Regrowth 124th year of Ascendancy at 02:57 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Ballen the Shalore Archer level 34
22nd Regrowth 124th year of Ascendancy at 06:13 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ballen the Shalore Archer level 13
76th Dusk 122nd year of Ascendancy at 11:59 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Ballen the Shalore Archer level 48
10th Mirth 124th year of Ascendancy at 21:43 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ballen the Shalore Archer level 35
24th Regrowth 124th year of Ascendancy at 13:24 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ballen the Shalore Archer level 50
11st Dusk 124th year of Ascendancy at 23:19 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ballen the Shalore Archer level 18
66th Regrowth 123rd year of Ascendancy at 21:52 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ballen the Shalore Archer level 22
71st Pyre 123rd year of Ascendancy at 07:57 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Ballen the Shalore Archer level 48
1st Summertide 124th year of Ascendancy at 00:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ballen the Shalore Archer level 42
7th Pyre 124th year of Ascendancy at 20:21 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ballen the Shalore Archer level 40
48th Regrowth 124th year of Ascendancy at 17:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ballen the Shalore Archer level 10
41st Dusk 122nd year of Ascendancy at 00:23 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ballen the Shalore Archer level 20
44th Pyre 123rd year of Ascendancy at 04:36 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Ballen the Shalore Archer level 30
1st Time of Equilibrium 123rd year of Ascendancy at 00:32 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Ballen the Shalore Archer level 40
48th Regrowth 124th year of Ascendancy at 14:39 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Ballen the Shalore Archer level 50
2nd Flare 124th year of Ascendancy at 05:20 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Ballen the Shalore Archer level 47
79th Pyre 124th year of Ascendancy at 15:32 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Ballen the Shalore Archer level 19
6th Pyre 123rd year of Ascendancy at 20:16 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ballen the Shalore Archer level 49
2nd Flare 124th year of Ascendancy at 05:15 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ballen the Shalore Archer level 30
1st Haze 123rd year of Ascendancy at 14:05 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ballen the Shalore Archer level 22
2nd Flare 123rd year of Ascendancy at 16:01 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ballen the Shalore Archer level 35
24th Regrowth 124th year of Ascendancy at 16:41 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ballen the Shalore Archer level 23
3rd Flare 123rd year of Ascendancy at 06:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ballen the Shalore Archer level 10
56th Dusk 122nd year of Ascendancy at 06:04 see stats
The Old Ones (Nightmare (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Ballen the Shalore Archer level 49
1st Summertide 124th year of Ascendancy at 00:09 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ballen the Shalore Archer level 18
68th Regrowth 123rd year of Ascendancy at 12:07 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Ballen the Shalore Archer level 43
18th Pyre 124th year of Ascendancy at 21:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ballen the Shalore Archer level 15
11st Haze 122nd year of Ascendancy at 17:10 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ballen the Shalore Archer level 19
43rd Pyre 123rd year of Ascendancy at 09:23 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ballen the Shalore Archer level 41
69th Regrowth 124th year of Ascendancy at 12:29 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ballen the Shalore Archer level 28
76th Dusk 123rd year of Ascendancy at 04:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ballen the Shalore Archer level 18
58th Regrowth 123rd year of Ascendancy at 19:52 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ballen the Shalore Archer level 28
77th Dusk 123rd year of Ascendancy at 20:02 see stats
Log
Ballen uses Escape.
Ballen enters an evasive stance!
Talent Scatter Shot is ready to use.
Talent Steady Shot is ready to use.
Talent Snipe is ready to use.
Poison from Emariba the Caustic Terror hits Ballen for 56 nature damage.
Turtle misses Ballen.
Deep Wound from Ballen hits Turtle for 249 physical damage.
Fire drake's devouring flames area effect hits Emariba the Caustic Terror's mucus ooze for 20 fire damage.
Fire drake's devouring flames area effect hits Bloated ooze for 16 fire damage.
Fire drake's devouring flames area effect hits Turtle for 8 fire damage.
Fire drake's devouring flames area effect hits Ballen for 6 fire damage.
Fire drake's devouring flames area effect hits Bloated ooze for 16 fire damage.
Poison from Emariba the Caustic Terror hits Ballen for 56 nature damage.
Deep Wound from Ballen hits Turtle for 249 physical damage.
Fire drake's devouring flames area effect hits Bloated ooze for 16 fire damage.
Ballen activates Concealment.
Ballen slows down.
Talent Infusion: Regeneration is ready to use.
Poison from Emariba the Caustic Terror hits Ballen for 74 nature damage.
Ballen speeds up.
Poison from Emariba the Caustic Terror hits Ballen for 74 nature damage.
Ballen the level 50 shalore archer was treehugged to death by Emariba the Caustic Terror on level 1 of Hidden Vault - Gorbat Pride (3).


















































































































































































































