Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official 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 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Convenient Digging 1.5.5 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Alternative Combat Sounds 1.5.5Replaces a few combat and talent sounds that I felt didn't fit (for various reasons) from the base game Currently replaced sounds: Note: As this does include a sound file for Steamguns, it's made with the EoR DLC in mind. However, I'm fairly certain it should work without the DLC. Also Note: This is my first addon and I'm not particularly experienced with lua, so there are a few things I couldn't do (yet!). I included a "sling_miss" version of the sling sound, but I've yet to find a way to get the game to use it (without overwriting the entire data for slings, which would be bad). So for now, the sound file is there, but the game will make the same sound whether you hit with a sling or miss (the default sling sound does the same thing). Any advice on how to tweak that one line of code (sound_miss = "actions/sling") without using an overload would be greatly appreciated! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Prodigy Tweaks 1.5.5 |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Possessor |
Level / Exp | 50 / 304485% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 258.9312 (base 60) |
Dexterity | 94.6312 (base 60) |
Constitution | 35 (base 10) |
Magic | 45.1376 (base 10) |
Willpower | 83 (base 60) |
Cunning | 175.6704 (base 47) |
Resources
Life | 11007/16660 |
Hate | 23/110 |
Psi | 563/563 |
Steam | 110/110 |
Healing Factor | 1.1829268292626 |
Regeneration | 1.7152439024307 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +97.350471630133% |
Spell | 0% |
Global | +148.80530973451% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 16 |
See Stealth | 176.62105419059 |
See Invisible | 166.62105419059 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 725 |
Accuracy | 103 |
Crit Chance | 74% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 78% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +47% |
Light | +91% |
Darkness | +72% |
Blight | +47% |
Physical | +93% |
Mind | +71% |
All | +47% |
Offense: Damage Penetration
Lightning | +48% |
Fire | +43% |
Darkness | +43% |
Physical | +70% |
Mind | +120% |
All | +33% |
Defense: Base
Armour (hardiness) | 74.444655444825 (100%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 124 |
Spell Save | 124 |
Mental Save | 124 |
Defense: Resistances
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +127%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Darkness | + 70%( 70%) |
Mind | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 21% |
Blind Resistance | 42% |
Silence Resistance | 0% |
Bleed Resistance | 8% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 279% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 827 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1170% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 645 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Possession | 1.80 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Deep horror | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 2.00 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Psionic / Psychic blows | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 10/5 |
| 10/5 |
| 3/5 |
| 0/5 |
Psionic / Ravenous mind | 1.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 9/5 |
| 3/5 |
| 0/5 |
| 12/5 |
| 14/5 |
| 9/5 |
Steamtech / Physics | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Race / Yeti | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Psionic / Mentalism | 1.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Kinetic Shield |
talent | Chant of Fortitude |
talent | Skate |
talent | Channel Pain |
talent | Gloom |
talent | Force Shield |
talent | Stalk |
detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | Infinite Dungeon Challenge: Mirror Match (Level 127) Challenge |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+49% global speed). Clarity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Wake up and kill the dreaming horror boss 'Emebredhetira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 79)You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Isleda the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 89)You completed the challenge and received: Random Artifact: Belarath (113% power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 105)You completed the challenge and received: Random Artifact: Chargekarma (9 def, 25 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 109)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 113)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 120)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 77)You completed the challenge and received: Random Artifact: Hurynarihek (146% power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 114)1 / 4 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 121)You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 122) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 127) | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 80) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 86) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 87) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 99) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 108)You completed the challenge and received: Random Artifact: Beleba (172% power, 4 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 123)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 76)You completed the challenge and received: Random Artifact: Korentir of thermal psionic shield [power 173] (7 cooldown) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 93)You completed the challenge and received: Random Artifact: Sootrace (136% power, 5 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 98)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 100) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 106)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 124) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 96) | failed |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 115)Turns left: 14 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 222 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (222) (Level 110)Turns left: 31 You completed the challenge and received: Random Artifact: Shadowvalor (121% power, 7 apr) | done |
Leave the level in less than 309 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (309) (Level 95)Turns left: 71 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 42 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (42) (Level 117)Turns left: 9 You completed the challenge and received: Random Artifact: Elolralle (133% power, 2 apr) | done |
Leave the level in less than 42 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (42) (Level 125)Turns left: 40 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Psionic focus | The Black Maul (182% power, 15 apr) The Black Maul (182% power, 15 apr) 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 On Hit: * flashes light on your target dealing 140 damage While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +12 (+1 eff.) Dmg.mod +20% all Acc +20 (+3 eff.) ---------- misc Masteries +0.20 Technique/Two-handed assault +0.20 Corruption/Brutality ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 5.7 Pwr.cost 9 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 314% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Light source | Umbraphage Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +35% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +15 See.Stealth +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 157, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 490.18 darkness damage (based on Mindpower and charge). Uses 4 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +35% mind +10% all Mind.save +20 (+3 eff.) Blind- +50% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Talents +4 Arcane Disruption Wave A Helmet. But with steam power! |
On feet | Morbuscrypt (0 def, 5 armour) Morbuscrypt (0 def, 5 armour) 3.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+3 eff.) Dmg.mod +12% physical Res.pen +36% mind +20% physical ----- def ----- Armour +5 Fatigue +4% Resists +9% nature Phys.save +0 (+0 eff.) Stealth +10 Die.at -117.00 life HP.reg +1.20 Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.hate +10.00 Max.psi +40.00 Talents +5 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Sparktide (dig speed 5 turns) Sparktide (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +9 Str dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Res.pen +31% mind +10% fire Apr +15 ----- def ----- Resists +6% lightning Mind.save +42 (+6 eff.) Max.HP +77.00 ---------- misc Max.stam +58.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+0 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | Berulagorn the Daypower Berulagorn the Daypower0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% mind Res.pen +20% mind ----- def ----- Resists +9% light +12% blight Phys.save +62 (+0 eff.) Spell.save +25 (+0 eff.) Mind.save +82 (+12 eff.) Poison- +25% Cut- +10% Confus- +25% Knockbk- +15% Amulets can have magical properties. |
In main hand | The Black Maul (182% power, 15 apr) The Black Maul (182% power, 15 apr) 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 On Hit: * flashes light on your target dealing 136 damage While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +12 (+1 eff.) Dmg.mod +20% all Acc +20 (+3 eff.) ---------- misc Masteries +0.20 Technique/Two-handed assault +0.20 Corruption/Brutality ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 5.7 Pwr.cost 9 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 314% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Around waist | ravager's drakeskin leather belt of burglary ravager's drakeskin leather belt of burglary 1.0 T5 belt armor [Ego++] Master While equipped: Stats +6 Dex +6 Cun +9 Lck dps ---------- Dmg.mod +16% physical Res.pen +13% physical ----- def ----- Stealth +15 ---------- misc T.Disarm +30 Infravis +6 Talents +5 Thunder Grenade A belt that goes around your waist. |
Cloak | battlemaster's elven-silk cloak of sorcery (3 def, 0 armour) battlemaster's elven-silk cloak of sorcery (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +6 Con dps ---------- Spell.crit +8% ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Spell.save -30 (+0 eff.) Stun/Frz- +50% ---------- misc Stam/turn +1.50 Mana/turn -0.60 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Steam Powered Armour (23 def, 25 armour) Steam Powered Armour (23 def, 25 armour) 22.0 T5 massive armor [Unique] Steamtech The more steam the better! While equipped: Stats +19 Str +16 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.pwr +0 (+0 eff.) Steampwr +0 (+0 eff.) ----- def ----- Armour +25 Defense +23 (+8 eff.) Fatigue +12% Resists +25% lightning Phys.save +55 (+0 eff.) Stun/Frz- +50% ---------- misc Max.steam +10.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Potion of Martial Prowess Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial Prowess Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
medical injector implant of the duelist (efficiency 195% / cooldown 51%) medical injector implant of the duelist (efficiency 195% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 146% / cooldown 52%) medical injector implant of the duelist (efficiency 146% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 186% / cooldown 58%) medical injector implant of the titan (efficiency 186% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 192% / cooldown 62%) medical injector implant of the wizard (efficiency 192% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 6) steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7) steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 15) steam generator implant of the duelist (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the psychic (resist 19%; cure physical) wild infusion of the psychic (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (903% speed; 7 turns) movement infusion of the duelist (903% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 903% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 432 for 4 turns) shielding rune of the psychic (absorb 432 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 155 for 4 turns) shielding rune of the titan (absorb 155 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of Reflection (absorb and reflect 326 for 5 turns) Rune of Reflection (absorb and reflect 326 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 326 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. |
3 Ancient Tome titled 'Gems and their uses' 3 Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet of perfection (0.28 Psionic / Psionic menace,0.28 Steamtech / Chemistry) gold amulet of perfection (0.28 Psionic / Psionic menace,0.28 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.28 Steamtech/Chemistry +0.28 Psionic/Psionic menace Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +1.30 Blind- +25% ---------- misc Stam/turn +1.20 Infravis +9 Sight +2 See.Invis +13 Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+5 eff.) Steampwr +40 (+7 eff.) Spell.pwr +40 (+14 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Magmaquencher Magmaquencher0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +19 Con dps ---------- Dmg.mod +33% fire Res.pen +20% mind ----- def ----- Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Resists +4% physical +15% mind +9% fire ---------- misc Max.stam +20.00 Amulets can have magical properties. |
Vox Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
protective voratun amulet of the eclipse protective voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 light 15 darkness Dmg.mod +14% light +10% darkness On Melee Ret: * 11% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +12 (+4 eff.) Res.Cap +7% all Phys.save +27 (+0 eff.) Amulets can have magical properties. |
voratun amulet 'Silanor' voratun amulet 'Silanor'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +8 Cun +5 Con dps ---------- Mind.crit +4% Mov.spd +10% ----- def ----- Fatigue -8% Resists +24% mind +5% arcane Phys.save +21 (+0 eff.) Spell.save +25 (+0 eff.) Mind.save +53 (+8 eff.) HP.reg +1.50 Confus- +41% ---------- misc Stam/turn +1.00 Max.psi +40.00 Amulets can have magical properties. |
voratun amulet 'Silugavena' voratun amulet 'Silugavena'0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +6 Mag +2 Wil +3 Con dps ---------- Mind.crit +3% Crit.mult +20.00% Spell.pwr +15 (+6 eff.) S.pwr/crit +6 Dmg.mod +15% blight +15% fire +6% arcane ----- def ----- Crit.dmg- 18.00% Teleport- +50% ---------- misc Mana/turn +0.53 Max.mana +60.00 See.Invis +6 Teleport you randomly (rad 65) Puts all charms on 5 cooldown Amulets can have magical properties. |
voratun amulet of perfection (0.40 Psionic / Deep horror,0.40 Celestial / Chants) voratun amulet of perfection (0.40 Psionic / Deep horror,0.40 Celestial / Chants)0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.40 Psionic/Deep horror +0.40 Celestial/Chants Amulets can have magical properties. |
Cyrenne Cyrenne0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +6% Dmg.mod +11% physical Apr +5 ----- def ----- Armour +8 Resists +11% physical Heal.mod +10% ---------- misc Stam/turn +0.40 Rings can have magical properties. |
painweaver's steel ring of pilfering painweaver's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +11 (+1 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +6% all Acc +11 (+2 eff.) Apr +10 ----- def ----- Defense +11 (+4 eff.) Disengage: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's steel ring of power solipsist's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +14 (+3 eff.) Rings can have magical properties. |
Filthterror the stralite ring Filthterror the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Mag +2 Cun dps ---------- Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature HP.reg +2.90 Stun/Frz- +43% ---------- misc Infravis +3 Rings can have magical properties. |
stralite ring 'Isarebeth' stralite ring 'Isarebeth'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.crit +3% Crit.mult +20.00% Dmg.mod +9% physical Melee Ret 20 mind ----- def ----- Max.HP +44.00 Disarm- +43% Pinning- +40% Knockbk- +44% ---------- misc Psi/ret +0.12 Max.stam +15.00 Rings can have magical properties. |
Arevena the Bileraider Arevena the Bileraider0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Str +2 Mag +5 Cun dps ---------- Dmg.mod +9% mind Res.pen +20% mind On Hit (Melee): * Slows global speed by 44% ----- def ----- Resists +12% mind +12% cold Spell.save +56 (+0 eff.) HP.reg +4.80 Stun/Frz- +50% ---------- misc Infravis +3 Rings can have magical properties. |
Armiruintir the Flashgrit Armiruintir the Flashgrit0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Dex +8 Mag +8 Cun +5 Con dps ---------- Res.pen +5% light Acc +15 (+3 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Armour +18 Resists +9% light Spell.save +16 (+0 eff.) ---------- misc Light +1 Rings can have magical properties. |
Lustreseam the voratun ring Lustreseam the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +20 Str +20 Con dps ---------- Phys.pwr +28 (+3 eff.) Res.pen +10% blight Melee Ret 20 blight 8 arcane 24 light ----- def ----- Resists +12% light Blind- +50% ---------- misc Light +4 Infravis +6 See.Stealth +25 See.Invis +25 Rings can have magical properties. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Superiority +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Dual techniques +0.30 Technique/Shield defense +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Shield defense +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Pugilism +0.30 Technique/Superiority +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+0 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.0 Pwr.cost 2 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 211.08 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
rogue's voratun ring of pilfering rogue's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun dps ---------- Acc +14 (+2 eff.) Apr +17 ----- def ----- Defense +33 (+11 eff.) Disengage: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ashmarrow (129% power, 5 apr, cold element) Ashmarrow (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +28 fire On Crit.r2 +12 fire While equipped: dps ---------- Spell.crit +4% Spell.pwr +27 (+10 eff.) Dmg.mod +25% cold +45% fire +15% nature +12% light Res.pen +30% light ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of breaching (129% power, 5 apr, temporal element) shimmering elven-wood starstaff of breaching (129% power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+5 eff.) Dmg.mod +25% temporal Res.pen +12% temporal ---------- misc Mana/turn +0.34 Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Charpiety (136% power, 6 apr, light element) Charpiety (136% power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 acid On Hit.r1 +12 fire While equipped: Stats +4 Dex +6 Mag +3 Wil +3 Con dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+6 eff.) Dmg.mod +30% light Res.pen +20% fire On Hit (Melee): * 48% chance to corrode armour by 30% ----- def ----- Fatigue -4% Resists +15% acid +9% lightning ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element) Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +25% Spell.pwr +40 (+14 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Blackobsidian the stralite battleaxe (173% power, 3 apr) Blackobsidian the stralite battleaxe (173% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 173% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +24 darkness On Hit: * 64% chance to inflict 15% damage reduction While equipped: Stats +3 Dex +5 Con dps ---------- Mind.pwr +24 (+6 eff.) Res.pen +20% darkness Melee Ret 12 mind ----- def ----- Resists +12% darkness Crit.dmg- 20.00% ---------- misc Psi/ret +0.24 See.Invis +9 Massive two-handed battleaxes. |
Xythra (171% power, 4 apr) Xythra (171% power, 4 apr) 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Psionic Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 darkness +8 arcane Against +0% Undead +0% Demon +28% Living +0% Horror On Hit: * 49% chance to daze at end of turn * flashes light on your target dealing 139 damage * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str +5 Dex +6 Mag +5 Wil +6 Cun +6 Con dps ---------- Crit.mult +15.00% Spell.pwr +6 (+3 eff.) Res.pen +17% lightning +10% blight ----- def ----- Crit.dmg- 10.00% ---------- misc Mana/turn +0.04 Telepathy Demon/Minor Demon/Major Massive two-handed battleaxes. |
voratun battleaxe 'Healgrind' (168% power, 4 apr) voratun battleaxe 'Healgrind' (168% power, 4 apr) 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +24 blight +8 mind On Hit.r1 +16 nature +28 fire On Hit: 10% Epidemic 5 On Hit: * 23% chance to disease * 40% chance to cause random gloom * flashes light on your target dealing 136 damage * 20% chance to torment the target While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +4 Res.pen +16% darkness +20% mind +5% nature +5% arcane ----- def ----- Spell.save +29 (+0 eff.) Disease- +46% ---------- misc Max.mana +20.00 Massive two-handed battleaxes. |
insidious stralite greatmaul of crippling (165% power, 3 apr) insidious stralite greatmaul of crippling (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature/Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +63 insidious poison On Crit: * cripple the target While equipped: dps ---------- Phys.crit +19.0% Massive two-handed mauls. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr) 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 634.81 to 1904.43 physical damage (based on Strength). * flashes light on your target dealing 139 damage While equipped: dps ---------- Crit.mult +55.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 1740.39 to 3480.78 physical damage (based on Strength) to each. Uses 17 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Gunaregokhad the Glintfurnace (175% power, 4 apr) Gunaregokhad the Glintfurnace (175% power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 176% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror On Hit: * 47% chance to blind * 20% chance to torment the target While equipped: dps ---------- Crit.mult +0.00% Res.pen +19% mind +21% darkness ----- def ----- Phys.save +15 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +12 (+2 eff.) Blind- +15% Poison- +45% Pinning- +15% Stun/Frz- +50% Massive two-handed mauls. |
voratun greatmaul 'Blindhack' (181% power, 4 apr) voratun greatmaul 'Blindhack' (181% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Phasing +20% Melee+ +75 insidious poison On Hit.r1 +12 light On Hit: * 57% chance to inflict 15% damage reduction While equipped: Stats +2 Str +10 Con dps ---------- Crit.mult +0.00% Phys.pwr +17 (+2 eff.) Dmg.mod +9% physical Res.pen +42% physical Acc +21 (+4 eff.) Apr +21 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Die.at -80.00 life Heal.mod +15% Disarm- +43% Massive two-handed mauls. |
dwarven-steel greatsword 'Flashlady' (146% power, 2 apr) dwarven-steel greatsword 'Flashlady' (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +51 insidious poison On Hit: * 20% chance to daze at end of turn While equipped: Stats +3 Str +2 Dex +3 Wil +4 Con dps ---------- Dmg.mod +21% lightning Melee Ret 8 light ---------- misc Telepathy All Massive two-handed swords. |
glacial stralite greatsword of erosion (157% power, 3 apr) glacial stralite greatsword of erosion (157% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 158% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 nature +24 temporal On Crit.r2 +30 ice While equipped: dps ---------- Res.pen +19% cold ----- def ----- Armour +16 Massive two-handed swords. |
Haledur the Filthswift (172% power, 4 apr) Haledur the Filthswift (172% power, 4 apr) 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Phasing +10% Against +0% Undead +0% Demon +0% Horror On Hit: * flashes light on your target dealing 142 damage While equipped: Stats +10 Dex +1 Mag +3 Con dps ---------- Phys.crit +21.0% Crit.mult +34.00% Phys.pwr +20 (+2 eff.) Dmg.mod +12% arcane Res.pen +16% physical Acc +17 (+3 eff.) Apr +17 ----- def ----- Resists +3% nature Disarm- +41% ---------- misc Max.vim +20.00 Massive two-handed swords. |
The Twisted Blade (161% power, 24 apr) The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% Against +0% Undead +0% Demon +0% Horror On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: dps ---------- Crit.mult +0.00% ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Spellblade (161% power, 0 apr) Spellblade (161% power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+9 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
voratun longsword 'Gloomripper' (170% power, 6 apr) voratun longsword 'Gloomripper' (170% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 170% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +14% Living While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% physical +3% fire Res.pen +14% physical Apr +14 ----- def ----- Resists +12% darkness ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Telepathy Humanoid/Orc Sharp, long, and deadly. |
Gleamdredge the stralite mace (143% power, 5 apr) Gleamdredge the stralite mace (143% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Psionic Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) Dmg.mod +15% light +6% mind Melee Ret 24 mind ----- def ----- Resists +9% mind +18% light ---------- misc Psi/ret +0.12 Telepathy Dragon Blunt and deadly. |
blazebringer's stralite mace of nature (144% power, 5 apr) blazebringer's stralite mace of nature (144% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +17 fire While equipped: dps ---------- All.spd +5% Res.pen +13% nature +13% fire ----- def ----- Resists +8% all Blunt and deadly. |
inquisitor's stralite mace (142% power, 5 apr) inquisitor's stralite mace (142% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Disrupt Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 22 arcane resource burn On Crit: * burns latent spell energy Blunt and deadly. |
stralite mace of corruption (145% power, 5 apr) stralite mace of corruption (145% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Blunt and deadly. |
Malediction (167% power, 15 apr) Malediction (167% power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 167% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
stralite dagger 'Lustrespiker' (137% power, 9 apr) stralite dagger 'Lustrespiker' (137% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Nature Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 temporal +10 nature On Crit.r2 +8 fire On Hit: * 40% chance to blind While equipped: Stats +5 Str +3 Dex +9 Mag +6 Cun +2 Con dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +24 Sharp, short and deadly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+5 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.0 Pwr.cost 14 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.48 acid and 15.48 blight damage. If not cleared after five turns it will inflict 87.91 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
mossy mindstar 'Flashqueen' (75% power, 12 apr, mind damage) mossy mindstar 'Flashqueen' (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +32 arcane On Hit.r1 +16 lightning On Crit.r2 +12 arcane While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +9% mind +15% arcane Res.pen +30% lightning +15% mind ----- def ----- Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.90 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. |
absorbing vined mindstar of sand (87% power, 18 apr, nature damage) absorbing vined mindstar of sand (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power 87% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +11% physical Res.pen +11% physical Melee Ret 11 physical ----- def ----- Resists +11% lightning +13% fire +13% cold +10% physical ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Burrow: Puts all charms on 10 cooldown Level 1.5 Pwr.cost 10 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
purifying vined mindstar of resolve (85% power, 18 apr, nature damage) purifying vined mindstar of resolve (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic This purifying mindstar will cleanse other mindstars. Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% arcane Res.pen +6% arcane On Melee Ret: * 9 arcane resource burn ----- def ----- Resists +6% arcane Phys.save +5 (+0 eff.) Destroy Magic: (Instant) Puts all charms on 10 cooldown Level 7.5 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 77%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
living mindstar 'Xykira' (124% power, 40 apr, mind damage) living mindstar 'Xykira' (124% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Power 124% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 mind While equipped: Stats +2 Str dps ---------- Mind.crit +11% Phys.pwr +2 (+0 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +24% lightning +16% acid +13% cold +25% mind +16% fire Res.pen +20% acid +10% mind Apr +1 Melee Ret 20 acid 8 physical On Hit (Melee): * Slows global speed by 42% ----- def ----- Resists +20% acid HP.reg +2.60 ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Storm Fury Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+8 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, 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. |
Thaloren-Tree Longbow Thaloren-Tree Longbow4.0 T5 longbow 2H weapon [Unique] Nature Acc+ +0.2% crit / acc Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +10 Wil dps ---------- Ranged+ 30 light Dmg.mod +30% physical ---------- misc Light +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Ariroddakor Ariroddakor4.0 T1 sling 1H weapon [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Ranged+ +8 cold On Hit: * 64% chance to cause random gloom * 64% chance to disease While equipped: Stats +2 Mag +3 Wil +2 Cun +2 Con dps ---------- Dmg.mod +24% blight +11% cold +18% arcane Res.pen +10% blight +10% arcane ---------- misc Infravis +4 Slings are used to hurl stones or metal shots at your foes. |
hateful pouch of voratun shots of the leech (20/20, 169% power, 6 apr) hateful pouch of voratun shots of the leech (20/20, 169% power, 6 apr)3.0 T5 shot ammo [Ego++] Disrupt/Psionic Power 169% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +30 darkness Against +17% Living On Hit: * Slows global speed by 12% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
living stralite shield of crushing (10 def, 2 armour, 139 block) living stralite shield of crushing (10 def, 2 armour, 139 block)7.0 T4 shield armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+1 eff.) Melee Ret 18 nature ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +15% nature +17% blight Max.HP +92.00 ---------- misc Talents +4 Block Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% Resists +8% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Betharewe (17 def, 18 armour) Betharewe (17 def, 18 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 10 darkness Ranged+ 10 darkness Dmg.mod +12% blight +3% temporal +12% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Armour +18 Defense +17 (+6 eff.) Fatigue +8% Resists +30% lightning +42% temporal +24% darkness +9% blight +8% arcane Mind.save +24 (+4 eff.) Def/telep +30 Res/telep +30% Dur/telep +29% Blink to a nearby random location (rad 15) Puts all charms on 9 cooldown A suit of armour made of leather. |
duelist's drakeskin leather armour (13 def, 18 armour) duelist's drakeskin leather armour (13 def, 18 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +9 Cun +10 Dex ----- def ----- Armour +18 Defense +13 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
enlightening steel mail armour of Eyal (2 def, 6 armour) enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Mind.save +16 (+3 eff.) Max.HP +64.00 HP.reg +2.20 Heal.mod +18% A suit of armour made of mail. |
searing steel mail armour (2 def, 6 armour) searing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 14 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% acid +18% fire A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +0 Dex +0 Mag +6 Wil +4 Cun +0 Con +10 Lck dps ---------- Melee Ret 0 physical ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% acid +20% cold Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+0 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
ravager's hardened leather belt of dampening ravager's hardened leather belt of dampening1.0 T3 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +17% physical Res.pen +13% physical ----- def ----- Resists +8% acid +8% fire +8% cold +8% lightning A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 6.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 61 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. |
Neruyath the cashmere cloak (2 def, 10 armour) Neruyath the cashmere cloak (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Mag dps ---------- Mind.crit +2% ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue -6% Resists +0% lightning +16% cold Mind.save +30 (+5 eff.) Stun/Frz- +0% ---------- misc Psi/ret +0.08 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloruma the elven-silk cloak (13 def, 0 armour) Gloruma the elven-silk cloak (13 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +11 Dex +2 Mag +6 Cun +13 Con dps ---------- Crit.mult +6.00% Dmg.mod +15% physical Res.pen +15% physical Acc +10 (+2 eff.) Apr +15 ----- def ----- Defense +13 (+4 eff.) Resists +22% light +21% fire Phys.save +15 (+0 eff.) Stealth +15 Max.HP +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of conjuring (3 def, 0 armour) spellcowled elven-silk cloak of conjuring (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +4 Wil +6 Mag dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +9 (+4 eff.) Dmg.mod +14% arcane Res.pen +13% arcane ----- def ----- Defense +3 (+1 eff.) Resists +0% lightning Spell.save +12 (+0 eff.) Stun/Frz- +0% ---------- misc Max.mana +180.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Phys.save +0 (+0 eff.) Pinning- +100% Knockbk- -100% Teleport- +0% You move 3 spaces at once. Accurately? Less so. |
pair of drakeskin leather boots 'Nuntir' (0 def, 5 armour) pair of drakeskin leather boots 'Nuntir' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +6 Wil +8 Con dps ---------- Phys.crit +8.0% Phys.pwr +6 (+1 eff.) Mind.pwr +9 (+2 eff.) Res.pen +15% blight +35% physical Acc +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +34 (+0 eff.) HP.reg +5.40 Heal.mod +30% Pinning- +0% Knockbk- +0% Teleport- +0% Blindside: Puts all charms on 9 cooldown Level 1.5 Pwr.cost 9 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 41% (at 0 Hate) to 136% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour) undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Armour +4 Fatigue +3% Spell.save +5 (+0 eff.) Silence- +38% Confus- +38% Stun/Frz- +36% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 7.5 Pwr.cost 4 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 120.08 fire damage and 140.50 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
brawler's dwarven-steel gauntlets of sorrow (0 def, 2 armour) brawler's dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T3 hands armor [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 21 mind 23 darkness On Hit (Melee): * 18% chance to cause random gloom ----- def ----- Armour +2 Phys.save +10 (+0 eff.) Mind.save -9 (-1 eff.) ---------- misc Cooldown Double Strike -1 Ruined Earth: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Balyfang' (0 def, 2 armour) dwarven-steel gauntlets 'Balyfang' (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +1 Dex +3 Wil +1 Cun +4 Con dps ---------- Phys.pwr +14 (+2 eff.) Melee+ 11 mind Dmg.mod +17% mind ----- def ----- Armour +2 Fatigue -4% Resists +8% mind HP.reg +3.50 ---------- misc Stam/turn +0.90 Psi/turn +0.28 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego++] Arcane While equipped: Stats +6 Wil +8 Mag dps ---------- Spell.crit +8% Spell.pwr +10 (+4 eff.) Melee+ 10 arcane ----- def ----- Armour +2 Resists +8% arcane ---------- misc Mana/turn +0.28 Disperse Magic: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+0 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Cage (0 def, 0 armour) The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% Acc +0 (+0 eff.) ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 You are immune to mental status effects. Nothing will ever reach you again. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +0% mind +20% fire Mind.save +0 (+0 eff.) Blind- +100% ---------- misc Infravis +3 Sight +1 See.Stealth +0 See.Invis +0 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Ce'Nyba the Airgrind (0 def, 5 armour) Ce'Nyba the Airgrind (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +17 Wil dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +27% acid +12% lightning Melee Ret 12 arcane On Hit (Melee): * 48% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +12% physical +18% light +15% blight +20% darkness +6% lightning Phys.save +11 (+0 eff.) Mind.save +15 (+2 eff.) A cap made of leather. |
Cuthuregodin the Smoldertreason (3 def, 0 armour) Cuthuregodin the Smoldertreason (3 def, 0 armour)2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +16 Cun +20 Wil dps ---------- Mind.crit +21% Mind.pwr +10 (+2 eff.) Dmg.mod +19% mind +9% fire ----- def ----- Defense +3 (+1 eff.) Resists +21% blight +9% cold +20% mind +3% temporal Phys.save +15 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +77 (+11 eff.) Confus- -40% Fear- -40% ---------- misc Max.psi +40.00 Hateful Whisper: Puts all charms on 5 cooldown Level 6.0 Pwr.cost 5 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 449 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 37% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Unrichik the Voidstoker (6 def, 19 armour) Unrichik the Voidstoker (6 def, 19 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +13 Str dps ---------- Crit.mult +6.00% Phys.pwr +6 (+1 eff.) Melee Ret 8 darkness 9 physical ----- def ----- Armour +19 Defense +6 (+2 eff.) Fatigue +5% Resists +6% all +1% physical Phys.save +12 (+0 eff.) Skullcracker: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2483.0 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Heatrune' (0 def, 5 armour) drakeskin leather cap 'Heatrune' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +24 Str +14 Dex +3 Cun +5 Con dps ---------- Res.pen +10% mind +10% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists -40% light +6% fire HP.reg +8.00 Def/telep +19 Res/telep +19% Dur/telep +19% A cap made of leather. |
Dimbearer the voratun helm (16 def, 20 armour) Dimbearer the voratun helm (16 def, 20 armour)3.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +9% blight +3% darkness +18% acid Res.pen +25% darkness Apr +8 Melee Ret 27 darkness ----- def ----- Armour +20 Defense +16 (+5 eff.) Fatigue +5% Resists +9% blight +12% all Phys.save +27 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate 11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 aquamarine 14 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 onyx 11 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli 16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 sapphire 18 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise 15 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ruby 16 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2 Crystal Heart 2 Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Ureslak's Focus Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+5 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+5 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 10 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2525 alchemist agate 2525 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Morningtitan the dwarven lantern Morningtitan the dwarven lantern1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +14 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +8 (+1 eff.) Dmg.mod +13% mind +3% light Res.pen +20% lightning +20% temporal ----- def ----- Defense +13 (+4 eff.) Resists +6% light +6% lightning Phys.save +19 (+0 eff.) Spell.save +19 (+0 eff.) Mind.save +20 (+3 eff.) ---------- misc Light +7 See.Stealth +0 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Brain Flare Brain Flare0.0 T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: ----- def ----- Resists +35% mind Mind.save +20 (+3 eff.) ---------- misc Talents +4 Mind Crush Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing fungal web amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groove0.0 T5 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! |
perfect focus lens perfect focus lens0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edge perfect winterchill edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
voratun 1H weapon automaton voratun 1H weapon automaton0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
voratun galvanic retributor voratun galvanic retributor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: dps ---------- Melee Ret 25 lightning Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun hand cannon voratun hand cannon0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+0 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projector0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 69] amazing fiery salve [power 69]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 279% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (69% fire, light and lightning affinity) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 69] amazing frost salve [power 69]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 279% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (69% cold, darkness and nature affinity) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 872] amazing pain suppressor salve [power 872]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 279% efficiency and 54% cooldown modifier. Let you fight up to -872 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 4 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 277] amazing unstoppable force salve [power 277]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 279% efficiency and 54% cooldown modifier. Increases all saves by 277 and healing factor by half Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 69] amazing water salve [power 69]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 279% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (69% blight, mind and acid affinity). Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 27 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
voratun pickaxe 'Neharazor' (dig speed 7 turns) voratun pickaxe 'Neharazor' (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +13% mind +13% fire Res.pen +10% blight ----- def ----- Armour +6 Resists +3% nature Phys.save +10 (+0 eff.) Mind.save +9 (+2 eff.) Confus- +5% ---------- misc Mana/turn +0.12 Spell.cld 10% Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 4 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) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Rod of Recall (5/5) Rod of Recall (5/5)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 67 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. |
Gleamwolf the dragonbone totem of thorny skin [power 88] (7 cooldown) Gleamwolf the dragonbone totem of thorny skin [power 88] (7 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% arcane Res.pen +20% arcane On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light +5% arcane ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70% Puts all charms on 7 cooldown 100% to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Camustir the Kruk Yeti Possessor level 3
10th Retaking 124th year of Ascendancy at 22:09 see stats
By Camustir the Kruk Yeti Possessor level 18
33rd Retaking 124th year of Ascendancy at 00:06 see stats
By Camustir the Kruk Yeti Possessor level 50
35th Loss 124th year of Ascendancy at 01:04 see stats
By Camustir the Kruk Yeti Possessor level 50
40th Loss 124th year of Ascendancy at 07:31 see stats
By Camustir the Kruk Yeti Possessor level 50
50th Remembrance 125th year of Ascendancy at 18:46 see stats
By Camustir the Kruk Yeti Possessor level 50
38th Loss 124th year of Ascendancy at 10:44 see stats
By Camustir the Kruk Yeti Possessor level 50
44th Retaking 125th year of Ascendancy at 20:50 see stats
By Camustir the Kruk Yeti Possessor level 37
6th Dearth 124th year of Ascendancy at 03:19 see stats
By Camustir the Kruk Yeti Possessor level 50
48th Remembrance 125th year of Ascendancy at 23:03 see stats
By Camustir the Kruk Yeti Possessor level 50
14th Destruction 124th year of Ascendancy at 09:51 see stats
By Camustir the Kruk Yeti Possessor level 50
19th Remembrance 125th year of Ascendancy at 14:25 see stats
By Camustir the Kruk Yeti Possessor level 50
21st Retaking 125th year of Ascendancy at 06:37 see stats
By Camustir the Kruk Yeti Possessor level 50
46th Remembrance 125th year of Ascendancy at 11:33 see stats
By Camustir the Kruk Yeti Possessor level 50
8th Retaking 125th year of Ascendancy at 15:42 see stats
By Camustir the Kruk Yeti Possessor level 10
10th Retaking 124th year of Ascendancy at 23:31 see stats
By Camustir the Kruk Yeti Possessor level 20
37th Retaking 124th year of Ascendancy at 11:09 see stats
By Camustir the Kruk Yeti Possessor level 30
36th Revenge 124th year of Ascendancy at 22:42 see stats
By Camustir the Kruk Yeti Possessor level 40
3rd Loss 124th year of Ascendancy at 19:02 see stats
By Camustir the Kruk Yeti Possessor level 50
20th Loss 124th year of Ascendancy at 23:27 see stats
By Camustir the Kruk Yeti Possessor level 50
17th Destruction 124th year of Ascendancy at 19:56 see stats
By Camustir the Kruk Yeti Possessor level 50
29th Loss 124th year of Ascendancy at 00:29 see stats
By Camustir the Kruk Yeti Possessor level 50
17th Destruction 124th year of Ascendancy at 19:56 see stats
By Camustir the Kruk Yeti Possessor level 50
11st Remembrance 125th year of Ascendancy at 23:28 see stats
By Camustir the Kruk Yeti Possessor level 37
6th Dearth 124th year of Ascendancy at 10:55 see stats
By Camustir the Kruk Yeti Possessor level 40
5th Loss 124th year of Ascendancy at 00:45 see stats
By Camustir the Kruk Yeti Possessor level 17
32nd Retaking 124th year of Ascendancy at 03:47 see stats
By Camustir the Kruk Yeti Possessor level 23
3rd Revenge 124th year of Ascendancy at 20:15 see stats
By Camustir the Kruk Yeti Possessor level 50
15th Remembrance 125th year of Ascendancy at 09:42 see stats
By Camustir the Kruk Yeti Possessor level 50
35th Loss 124th year of Ascendancy at 01:04 see stats
By Camustir the Kruk Yeti Possessor level 33
48th Pain 124th year of Ascendancy at 15:48 see stats
By Camustir the Kruk Yeti Possessor level 40
5th Loss 124th year of Ascendancy at 04:34 see stats
By Camustir the Kruk Yeti Possessor level 28
22nd Revenge 124th year of Ascendancy at 15:35 see stats
By Camustir the Kruk Yeti Possessor level 39
3rd Loss 124th year of Ascendancy at 13:11 see stats
By Camustir the Kruk Yeti Possessor level 20
38th Retaking 124th year of Ascendancy at 18:23 see stats
By Camustir the Kruk Yeti Possessor level 37
6th Dearth 124th year of Ascendancy at 10:55 see stats
By Camustir the Kruk Yeti Possessor level 50
47th Loss 124th year of Ascendancy at 03:55 see stats
Log
Character control switched to Camustir.
Your summoned Projection of Camustir disappears.
Resting starts...
Talent Projection is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Camustir uses Projection.
Character control switched to Projection of Camustir.
You transfer quiver of dragonbone arrows 'Polorin' (52/52, 165% power, 18 apr) to the online item's vault.
Saving done.
Camustir deactivates Gloom.
Camustir deactivates Kinetic Shield.
Camustir deactivates Channel Pain.
Camustir deactivates Stalk.
Camustir deactivates Force Shield.
Camustir deactivates Skate.
Camustir deactivates Steam Powered Armour.
Camustir deactivates Chant of Fortitude.
Projection of Camustir deactivates Stalk.
Projection of Camustir deactivates Chant of Fortitude.
Projection of Camustir deactivates Gloom.
Projection of Camustir deactivates Steam Powered Armour.
Projection of Camustir deactivates Channel Pain.
Projection of Camustir deactivates Kinetic Shield.
Projection of Camustir deactivates Skate.
Projection of Camustir deactivates Force Shield.