










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer (Fallen) |
Level / Exp | 45 / 17% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 143 (base 32) |
Dexterity | 74 (base 26) |
Constitution | 85 (base 43) |
Magic | 161 (base 60) |
Willpower | 60 (base 27) |
Cunning | 97 (base 16) |
Resources
Mana | 566/594 |
Life | 1798/1798 |
Paradox | 300 |
Hate | 43/111 |
Equilibrium | 30 |
Vim | 302/302 |
Steam | 0/100 |
Positive | 162/162 |
Stamina | 347/347 |
Psi | 142/150 |
Healing Factor | 2.0386926000855 |
Regeneration | 45.151602188613 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 94.144927697814 |
See Invisible | 83.144927697814 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Offhand
Damage | 120 |
Accuracy | 58 |
Crit Chance | 69% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +20% |
Arcane | +18% |
Cold | +27% |
All | 0% |
Darkness | +20% |
Light | +30% |
Temporal | +12% |
Physical | +7% |
Lightning | +7% |
Fire | +7% |
Nature | +60% |
Offense: Damage Penetration
Blight | +10% |
Acid | +40% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 184.14368851779 (99.247019847425%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 23 |
Physical Save | 59 |
Spell Save | 61 |
Mental Save | 41 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 43%( 70%) |
Physical | + 35%( 70%) |
Cold | + 70%( 70%) |
All | + 9%( 70%) |
Lightning | + 60%( 70%) |
Light | + 36%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 49%( 70%) |
Fire | + 70%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 1111 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1125 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 399 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 274 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.50 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Blacksmith | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Fiery Hands |
talent | Embedded Restoration Systems |
talent | Matter Weaving |
talent | Blood Bath |
talent | Mitosis |
talent | Dirge of Pestilence |
talent | Automated Cloak Tessellation |
talent | Apply Poison |
talent | Abyssal Shield |
talent | Disintegration |
talent | Elemental Harmony |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Crippling Poison |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by master vampire. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Gatta the grizzly bear. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You failed to protect the lone alchemist from death by giant spider. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You failed to protect the lost defiler from death by wolf. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by skeleton archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by black crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by stone troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Ducky. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 68.5 - 102.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 10% chance to reduce armor by 45% * 20% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +14 Str +12 Dex +12 Mag +10 Wil +12 Cun +12 Con ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +5 Corrosive Cone Massive two-handed mauls. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +30% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +10 See.Stealth +10 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(117 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +20% blight Disease- +50% Silence- +150% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. This item has been sent to the Item's Vault. |
Tool | ![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +21 Str +9 Mag +7 Con dps ---------- Dmg.mod +10% nature +18% acid Res.pen +40% acid ----- def ----- Armour +32 Resists +60% acid +7% physical +24% darkness +14% nature +18% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Dmg.mod +18% arcane +12% temporal Res.pen +20% nature Acc +15 (+5 eff.) On Hit (Melee): * 25% chance to slow global speed by 66% ----- def ----- Resists +28% acid +9% temporal +28% fire +30% cold +26% lightning Blind- +40% ---------- misc Stam/turn +5.20 Vim/turn +4.00 Infravis +6 See.Stealth +21 See.Invis +20 Talents +5 Bloodcasting Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | ![]() |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. This item has been sent to the Item's Vault. |
Main armor | ![]() |
On feet | ![]() 2.0 T2 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +3 Dex +11 Wil +8 Cun +7 Con dps ---------- Phys.crit +5.0% Spell.crit +3% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+3 eff.) Mov.spd +20% Dmg.mod +7% physical +15% cold Phasing +40% Apr +7 Melee Ret 6 temporal ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +3% blight +20% cold +10% nature Phys.save +24 (+6 eff.) Spell.save +9 (+2 eff.) Mind.save +8 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.mana +60.00 Light +1 Size +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This item has been sent to the Item's Vault. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 51% Cun, 35% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death +5 Flame Bolts This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Resists +30% lightning Poison- +50% Stun/Frz- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
On hands | ![]() 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.) Disarm- +100% Stun/Frz- +20% ---------- misc Max.vim +25.00 Talents +5 Iron Grip Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 20% Mag, 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 12% Darkfire: Level 7.8 Pwr.cost 12 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 155.84 fire damage and 174.26 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 99%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 225% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.3 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 428 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. This item has been sent to the Item's Vault. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 447 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 459 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1023% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 962 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 5 blight, 4 cold, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. 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 spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 60% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 63% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 43% faster, and you are invisible (power 25). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2041% for 10 turns (459 total) and instantly restoring 102 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 773 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 802 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 9 up to 10 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 162 with a minimum range of 15. 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 spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- S.pwr/crit +6 Dmg.mod +9% acid +6% mind Res.pen +15% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to reduce armor by 45% ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue -8% Resists +9% mind Res.Cap +7% all Phys.save +26 (+7 eff.) HP.reg +5.00 ---------- misc Mana/turn +0.60 Max.mana +59.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +10 (+4 eff.) Res.Cap +7% all Phys.save +27 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +9 Con dps ---------- Melee+ 29 physical Ranged+ 25 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 37 On Hit (Ranged): * 18% chance to reduce all saves and defense by 37 ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane Power 41.5 - 62.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 55.0 - 71.5 Physical Uses 50% Mag, 30% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +10.0% Atk.spd 100% On Crit.r2 +12 lightning On Hit: 20% Curse of Death 5 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str +7 Wil dps ---------- Acc +15 (+5 eff.) ----- def ----- Crit.chn- 10.00% Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 30% Cun, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 26.5 - 34.5 Physical Uses 30% Cun, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 130 cold damage (1/turn) While equipped: Stats +5 Dex +7 Mag +15 Cun dps ---------- Mind.crit +5% Dmg.mod +12% mind +20% cold Res.pen +22% cold ----- def ----- Resists +39% cold ---------- misc Equi/ret +0.28 Infravis +4 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 90% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 29.87 acid and 27.58 blight damage. If not cleared after five turns it will inflict 156.57 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 60% Cun, 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Mag, 33% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. This item has been sent to the Item's Vault. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 0% Mag, 80% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 72.0 - 108.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 blight On Crit.r2 +24 nature +20 physical While equipped: Stats +5 Wil +13 Con dps ---------- Phys.pwr +19 (+5 eff.) Res.pen +19% physical Melee Ret 12 arcane ----- def ----- Phys.save +9 (+2 eff.) Spell.save +15 (+4 eff.) Disarm- +41% ---------- misc Max.stam +40.36 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 67.0 - 100.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 130 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Dmg.mod +42% fire Res.pen +38% fire Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Master/Psionic Power 56.0 - 84.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +30 (+9 eff.) Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 71.0 - 113.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 mind +24 cold On Hit.r1 +20 acid While equipped: Stats +10 Str dps ---------- Dmg.mod +18% mind Res.pen +30% mind Acc +21 (+6 eff.) Apr +3 ----- def ----- Armour +10 Defense +21 (+7 eff.) Resists +9% mind Disarm- +70% Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 130% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 60.0 - 96.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 While equipped: dps ---------- Phys.crit +21.0% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane Power 49.0 - 78.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 light Against +31% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 130 damage Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 81.0 - 129.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +63 acid +63 nature While equipped: dps ---------- Res.pen +35% acid +35% nature Apr +21 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Master/Psionic Power 81.0 - 129.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +34 mind On Hit: * 49% chance to reduce all saves and defense by 37 While equipped: Stats +10 Cun +10 Wil Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Nature Power 63.5 - 101.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature +20 light On Hit.r1 +24 arcane On Crit.r2 +27 darkness While equipped: dps ---------- Dmg.mod +12% darkness +30% cold Melee Ret 13 light On Hit (Melee): * 27% chance to reduce damage dealt by 30% ----- def ----- Resists +7% arcane +15% light ---------- misc Light +4 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Dex +5 Wil dps ---------- Dmg.mod +36% acid +12% cold Res.pen +15% physical ----- def ----- Armour +22 Resists +20% temporal +15% fire Crit.chn- 20.18% Silence- +27% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +11 Mag dps ---------- Dmg.mod +15% temporal +23% physical Res.pen +14% temporal +20% physical ---------- misc Reload +6 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 34.0 - 47.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +12 temporal +16 mind +27 light On Crit.r2 +12 temporal While equipped: Stats +8 Str dps ---------- Dmg.mod +12% lightning +13% physical +12% mind Res.pen +20% light Acc +21 (+6 eff.) ----- def ----- Armour +10 Resists +24% acid +18% darkness +12% lightning HP.reg +5.38 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T1 longsword 1H weapon [Ego+] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Res.pen +7% all Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 1 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +15% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 41.0 - 57.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +12.0% Phys.spd +10% Acc +15 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 32.5 - 45.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +28 lightning +37 cold While equipped: dps ---------- Mov.spd +44% Res.pen +21% lightning +21% cold +13% all Acc +15 (+5 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 40.5 - 56.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 light On Hit.r1 +18 fire While equipped: dps ---------- Mind.crit +10% Dmg.mod +27% light Res.pen +34% temporal ----- def ----- Resists +15% temporal Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Hate/m.crit +6.73 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 90% Mag, 20% Cun Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mace 1H weapon [Ego+] Disrupt/Master Power 46.0 - 64.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +13 (+5 eff.) Disarm- +50% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 mind +4 cold On Crit: * Deals 109 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +5 Wil dps ---------- Mind.crit +13% Mind.pwr +31 (+8 eff.) Melee+ 15 mind 15 darkness Dmg.mod +3% cold +38% mind +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 30% ---------- misc Psi/m.crit +4.00 Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Normal] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +9% cold +39% physical Res.pen +15% blight +25% cold +30% physical Acc +15 (+5 eff.) ----- def ----- Armour +8 Resists +9% blight ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal 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. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% fire ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +15% arcane Res.pen +8% arcane ---------- misc Vim/s.crit +3.00 Max.vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +9 Cun +7 Con dps ---------- Spell.crit +11% Crit.mult +26.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light ----- def ----- Phys.save +13 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +13 (+5 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +34.00 Max.N.En +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+6 eff.) Dmg.mod +30% temporal ---------- misc Max.mana +97.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% cold ----- def ----- Resists +12% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +28 (+6 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Sun Ray 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +24 (+5 eff.) Dmg.mod +15% lightning ----- def ----- HP.reg +1.10 Heal.mod +16% ---------- misc Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+5 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +2.00 Heal.mod +28% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +43 (+9 eff.) Melee+ 45 arcane Dmg.mod +30% lightning ---------- misc Mana/turn +0.60 Max.mana +120.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +37 (+8 eff.) Melee+ 45 arcane Dmg.mod +30% physical ---------- misc Max.mana +230.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+4 eff.) Dmg.mod +15% acid ---------- misc Mana/turn +0.50 Max.mana +57.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +17 draining blight Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 cold Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +20% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Res.pen +22% physical Acc +15 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +11% cold Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +22 lightning +41 cold Uses 2.0 Steam While equipped: Stats +14 Con +15 Wil dps ---------- Mov.spd +50% Res.pen +25% lightning +25% cold ----- def ----- Max.HP +109.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +13% all Acc +24 (+7 eff.) Apr +14 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +7 Con dps ---------- Melee+ 25 acid 25 nature On Hit (Melee): * 25 arcane resource burn On Melee Ret: * 11 arcane resource burn ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +47% acid +19% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 2.5 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 41.43 cold damage and 34.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 55.5 - 77.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +90 fire On Hit: * 27% chance to reduce damage dealt by 30% * 27% chance to reduce all saves and defense by 37 While equipped: dps ---------- All.spd +10% Dmg.mod +18% arcane Res.pen +25% fire +15% darkness +15% all Acc +22 (+7 eff.) Apr +15 Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +7% arcane One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 41.0 - 57.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Spell.pwr +30 (+6 eff.) Phys.spd +10% Dmg.mod +18% blight Res.pen +34% physical Acc +24 (+7 eff.) ----- def ----- Armour +12 Resists +7% arcane +21% nature Mind.save +12 (+4 eff.) Stun/Frz- +27% ---------- misc Mana/turn +0.24 Mana/s.crit +2.69 Max.vim +67.27 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% One-handed war axes. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 60% Cun, 0% Mag Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 44.77 to 134.32 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +13 Dex +3 Mag +11 Wil +13 Cun +9 Lck dps ---------- Dmg.mod +12% nature Res.pen +15% blight On Hit (Melee): * 26% chance to slow global speed by 66% * 26% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +13 Defense +15 (+5 eff.) Phys.save +40 (+10 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+7 eff.) Stealth +15 ---------- misc T.Disarm +29 Infravis +6 A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +3 (+1 eff.) Resists +30% darkness +30% temporal Mind.save +15 (+5 eff.) Def/telep +27 Res/telep +15% Dur/telep +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Str +1 Mag +2 Wil dps ---------- Spell.crit +6% Spell.pwr +24 (+5 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +30% nature +12% all ----- def ----- Resists +6% temporal +45% nature +15% all Spell.save +28 (+7 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.hate +4.00 Max.psi +20.00 See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +16 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +20% physical +15% darkness +14% all Res.pen +14% darkness +14% physical ----- def ----- Resists +11% all ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Mind.crit +5% Spell.pwr +14 (+3 eff.) Mind.pwr +5 (+1 eff.) S.pwr/crit +5 ----- def ----- Resists +11% all Mind.save +23 (+8 eff.) Silence- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+2 eff.) Dmg.mod +27% mind +30% lightning Res.pen +15% mind ----- def ----- Resists +45% lightning +15% all ---------- misc Psi/turn +0.83 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +21% acid +17% physical +21% fire +21% cold ----- def ----- Resists +18% acid +18% physical +18% fire +18% cold +13% all ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +25% lightning +10% physical +26% fire +25% cold ----- def ----- Resists +13% lightning +12% cold +39% fire +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +20% Spell.pwr +38 (+8 eff.) Dmg.mod +26% arcane +30% temporal ----- def ----- Resists +15% all ---------- misc Mana/turn +0.40 Max.mana +184.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +14% arcane +15% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +15% nature ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +9% all Phys.save +21 (+5 eff.) Poison- +30% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [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% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning +9% fire +6% mind Res.pen +10% lightning Apr +13 Melee Ret 4 lightning 8 fire On Hit (Melee): * 27% chance to reduce all saves and defense by 37 ----- def ----- Armour +5 Defense +12 (+4 eff.) Fatigue -10% Resists +21% fire Phys.save +14 (+4 eff.) ---------- misc Max.enc +50 Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 36% Wil, 48% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 433.39 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +5 Str +5 Dex +5 Cun dps ---------- Phys.pwr +14 (+4 eff.) Acc +14 (+4 eff.) Apr +15 ----- def ----- Armour +3 Resists +15% blight Phys.save +10 (+3 eff.) Spell.save +22 (+6 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.5 - 29.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +19 Crit +19.0% Atk.spd 100% On Hit: 10% Set Up 5 On Hit: * 24% chance to slow global speed by 66% * 25% chance to reduce armor by 45% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Cun +14 Con ----- def ----- Armour +23 Hardiness +15% Resists +12% physical +10% light +8% darkness ---------- misc Infravis +2 Unarmed combat: Power 29.0 - 31.9 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +50 light +44 darkness On Hit: 5% Stone Touch 5 Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 157.17 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +11 Str +5 Dex +3 Wil +5 Cun +13 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Phys.pwr +21 (+5 eff.) Apr +8 ----- def ----- Armour +5 Defense +10 (+4 eff.) Fatigue +5% Phys.save +12 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Mana/turn +0.16 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Res.pen +10% blight Apr +4 Melee Ret 2 temporal ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +3% temporal Phys.save +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +12 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +3.00 Equi/ret +2.60 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 939.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +14 Defense +8 (+3 eff.) Fatigue +5% Resists +7% all Phys.save +13 (+3 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% blight +40% cold Res.pen +34% acid Melee Ret 12 acid On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 35 * 27% chance to reduce armor by 45% ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +9% blight +10% physical +9% cold Phys.save +17 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +8 Str +7 Mag +8 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Phys.pwr +19 (+5 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +16 (+4 eff.) ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +29 Defense +5 (+2 eff.) Fatigue +12% Resists +25% temporal A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +11% acid +11% cold +13% light +16% darkness ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +9% physical +17% light +18% darkness Phys.save +22 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% blight +18% darkness Max.HP +43.00 HP.reg +5.00 Heal.mod +14% ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +6 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +30% blight +21% darkness Max.HP +80.00 HP.reg +11.00 Heal.mod +20% ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 21 Blood Grasp: Level 6.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 267.23 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. This item has been sent to the Item's Vault. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +20 (+6 eff.) Fatigue +8% Resists +15% acid +12% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% fire Mind.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 9 fire Ranged+ 9 fire ----- def ----- Armour +20 Defense +12 (+4 eff.) Fatigue +8% Resists +26% fire +20% physical A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +7 Cun +25 Wil dps ---------- Mind.crit +4% Dmg.mod +12% arcane +12% cold Res.pen +34% mind Melee Ret 13 acid ----- def ----- Armour +16 Fatigue +22% Resists +12% cold Mind.save +22 (+8 eff.) ---------- misc Equi/ret +0.36 Hate/m.crit +6.73 Max.hate +8.00 A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+3 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +145 Melee+ +24 fire On Crit.r2 +16 fire While equipped: dps ---------- Dmg.mod +27% fire +18% arcane +21% light Res.pen +20% light +34% fire ----- def ----- Armour +8 Fatigue +8% Resists +27% cold +7% arcane +15% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 49.5 - 59.4 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +18 acid While equipped: Stats +5 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) On Melee Ret: * 18% chance to reduce armor by 45% ----- def ----- Armour +8 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 71.5 - 85.8 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +19 lightning While equipped: Stats +6 Dex dps ---------- Melee Ret 24 lightning ----- def ----- Armour +10 Fatigue +8% Resists +20% lightning +20% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 64.5 - 77.4 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Hit.r1 +16 fire While equipped: dps ---------- Melee+ 5 fire On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) Melee Ret 18 fire ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 While equipped: Stats +11 Str +8 Dex dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +18% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (430) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 Melee+ +14 cold +14 physical While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 217 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +12% cold +12% physical Shield.near.proj +30 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 76.5 - 107.1 Physical Uses 42% Cun, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +3.0% Capacity 21 Proj.spd +269% Ranged+ +27 physical On Hit.r1 +27 darkness On Hit: * 27% chance to reduce damage dealt by 30% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 90% Mag, 42% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 76.0 - 106.4 Physical Uses 50% Mag, 42% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego] Nature Power 41.5 - 58.1 Physical Uses 50% Mag, 42% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Ranged+ +24 nature +42 fire On Crit.r2 +20 fire Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 0% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 T4 shot ammo [Random Unique] Arcane/Master Power 59.0 - 70.8 Physical Uses 92% Cun, 0% Mag Acc+ +0.2% base dam (max 20%) Apr +5 Crit +17.5% Capacity 21 Ranged+ +20 acid +13 light +16 lightning Against +20% Undead On Hit.r1 +20 lightning +24 blight On Crit.r2 +8 blight +8 acid On Hit: * Create an explosion dealing 162 acid damage (1/turn) On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Master/Psionic Power 55.5 - 66.6 Physical Uses 0% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Psionic Power 34.0 - 40.8 Physical Uses 0% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +23 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 254 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +25% acid +25% fire +25% nature +25% blight Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.0 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. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +2 Dex +4 Mag ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +18% cold +7% arcane +9% mind Pinning- +20% ---------- misc Wards +6 blight +6 cold +6 light +6 darkness Talents +1 Ward Reveal the area around you, dispelling darkness (radius 16, power 111 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ducky the Ogre Adventurer level 36
37th Haze 122nd year of Ascendancy at 13:19 see stats
By Ducky the Ogre Adventurer level 33
54th Dusk 122nd year of Ascendancy at 03:16 see stats
By Ducky the Ogre Adventurer level 25
45th Dusk 122nd year of Ascendancy at 16:21 see stats
By Ducky the Ogre Adventurer level 42
55th Regrowth 123rd year of Ascendancy at 18:37 see stats
By Ducky the Ogre Adventurer level 39
43rd Haze 122nd year of Ascendancy at 14:08 see stats
By Ducky the Ogre Adventurer level 30
51st Dusk 122nd year of Ascendancy at 13:19 see stats
By Ducky the Ogre Adventurer level 21
23rd Dusk 122nd year of Ascendancy at 08:14 see stats
By Ducky the Ogre Adventurer level 10
9th Mirth 122nd year of Ascendancy at 09:42 see stats
By Ducky the Ogre Adventurer level 20
20th Dusk 122nd year of Ascendancy at 03:15 see stats
By Ducky the Ogre Adventurer level 30
50th Dusk 122nd year of Ascendancy at 10:59 see stats
By Ducky the Ogre Adventurer level 40
1st Regrowth 123rd year of Ascendancy at 01:41 see stats
By Ducky the Ogre Adventurer level 41
33rd Regrowth 123rd year of Ascendancy at 15:16 see stats
By Ducky the Ogre Adventurer level 36
72nd Dusk 122nd year of Ascendancy at 13:25 see stats
By Ducky the Ogre Adventurer level 41
33rd Regrowth 123rd year of Ascendancy at 15:18 see stats
By Ducky the Ogre Adventurer level 36
26th Haze 122nd year of Ascendancy at 14:05 see stats
By Ducky the Ogre Adventurer level 22
33rd Dusk 122nd year of Ascendancy at 16:52 see stats
By Ducky the Ogre Adventurer level 41
52nd Regrowth 123rd year of Ascendancy at 10:17 see stats
By Ducky the Ogre Adventurer level 7
5th Mirth 122nd year of Ascendancy at 20:25 see stats
By Ducky the Ogre Adventurer level 37
41st Haze 122nd year of Ascendancy at 13:23 see stats
By Ducky the Ogre Adventurer level 24
35th Dusk 122nd year of Ascendancy at 04:11 see stats
By Ducky the Ogre Adventurer level 20
20th Dusk 122nd year of Ascendancy at 22:20 see stats
By Ducky the Ogre Adventurer level 11
7th Flare 122nd year of Ascendancy at 00:19 see stats
By Ducky the Ogre Adventurer level 31
53rd Dusk 122nd year of Ascendancy at 09:37 see stats
Log
You transfer voratun dagger 'Oozehacker' (37-48 power, 9 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer medical injector implant of the sneak (efficiency 264% / cooldown 60%) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer steam generator implant of the wizard (steam 23) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer demon seed [dolleg] (50, mainhand) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Loamvice (21/21, 62-75 power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Demonic Soul to the online item's vault.
Saving done.
Saving game...
Saving done.
Ducky deactivates his cloak's restoration systems.