














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 50 / 1189% |
Size | medium |
Lifes / Deaths | Killed by Isobrethra the netherworm mass at level 28 on the 55th Haze 122nd year of Ascendancy at 02:29 0 / 9Killed by rouge at level 33 on the 79th Haze 122nd year of Ascendancy at 13:27 Killed by Porobeth the elder vampire at level 38 on the 25th Regrowth 123rd year of Ascendancy at 22:53 Killed by Silomira the skeleton archer at level 39 on the 29th Regrowth 123rd year of Ascendancy at 22:31 Killed by Aeremitta the king cobra at level 44 on the 78th Regrowth 123rd year of Ascendancy at 14:44 Killed by Silukira the faerlhing at level 45 on the 2nd Pyre 123rd year of Ascendancy at 00:11 Killed by The One That Writes at level 46 on the 4th Pyre 123rd year of Ascendancy at 13:15 Killed by Pale Drake at level 47 on the 67th Pyre 123rd year of Ascendancy at 05:47 Killed by rouge at level 50 on the 1st Haze 123rd year of Ascendancy at 19:05 |
Primary Stats
Strength | 87 (base 47) |
Dexterity | 125 (base 61) |
Constitution | 61 (base 14) |
Magic | 94 (base 60) |
Willpower | 48 (base 14) |
Cunning | 124 (base 63) |
Resources
Life | -161/1324 |
Stamina | 309/409 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 180.55310405626 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -994 |
Infravision | 13 |
See Stealth | 53.86648205069 |
See Invisible | 63.86648205069 |
Stealth | 75.611613904591 |
Offense: Mainhand
Damage | 207 |
Accuracy | 94 |
Crit Chance | 87% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 170 |
Accuracy | 94 |
Crit Chance | 92% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +12% |
Darkness | +45% |
Physical | +67% |
Cold | +41% |
All | 0% |
Offense: Damage Penetration
Physical | +53% |
Arcane | +5% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (72.811550151976%) |
Defense | 113 |
Ranged Defense | 113 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 86 |
Mental Save | 92 |
Defense: Resistances
Physical | + 25%( 70%) |
Darkness | + 47%( 70%) |
Light | + 28%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 21%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 42%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Silence Resistance | 20% |
Confusion Resistance | 10% |
Knockback Resistance | 25% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 731 life over 5 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 174 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cunning / Stealth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Volatile Poison |
talent | Stealth |
talent | Trained Reactions |
talent | Crippling Poison |
beneficial effect | The target's critical strike damage bonus is increased by 46%. Shadowstrike |
beneficial effect | Parrying melee and ranged attacks: Has a 77% chance to deflect up to 40 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Increases all saves by 168 and healing factor by 84%. Unstoppable Force Salve |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 12.8 and stamina regeneration by 3.0. Soothing Darkness |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | The target has 56 increased life regeneration. Recovery |
beneficial effect | The target has 38% chance to evade melee and ranged attacks and gains 40 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Isobrethra the netherworm mass. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by Porisena the orc warrior. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 52. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% acid Res.pen +8% physical On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +4 Defense +20 (+3 eff.) Fatigue +3% Resists +12% temporal Phys.save +15 (+3 eff.) Max.HP +100.00 Disarm- +20% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +3 Blindside: Puts all charms on 14 cooldown Level 1.0 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +25% darkness Res.pen +25% fire Apr +2 ----- def ----- Defense +10 (+2 eff.) ---------- misc Max.stam +30.00 Light +1 Infravis +10 See.Invis +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Mind.save +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical Disarm- +100% ---------- misc Talents +5 Iron Grip Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 40% Str, 40% Dex, 60% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.8 Pwr.cost 16 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 97.36 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +7 Mag +6 Wil ----- def ----- Armour +6 Defense +30 (+5 eff.) Fatigue -8% Resists +9% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Wil +7 Con ----- def ----- Defense +30 (+5 eff.) Resists +12% mind +4% physical Spell.save +15 (+3 eff.) Blind- +20% Pinning- +20% ---------- misc Max.stam +27.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +4 Str dps ---------- Phys.crit +2.0% Mind.crit +3% Crit.mult +10.00% Dmg.mod +15% physical ----- def ----- Armour +8 Resists +1% physical Mind.save +6 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +8 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +15% cold On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +30 (+5 eff.) Fatigue -8% Die.at -60.00 life HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +30.00 Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 150% Range: 1.3x Uses 45% Cun, 50% Mag, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 cold On Crit.r2 +8 arcane On Hit: * flashes light on your target dealing 114 damage While equipped: Stats +14 Con +10 Wil dps ---------- Phys.crit +14.0% Crit.mult +44.00% Dmg.mod +6% cold Res.pen +5% arcane +15% physical Acc +18 (+4 eff.) Apr +24 Melee Ret 4 arcane 2 cold ----- def ----- Resists +6% cold Max.HP +63.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Dmg.mod +30% physical Acc +30 (+6 eff.) Melee Ret 8 physical ----- def ----- Resists +2% physical +11% light +11% darkness A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 45% Cun, 50% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost * flashes light on your target dealing 114 damage While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +35.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Defense +42 (+7 eff.) Resists +5% arcane Crit.dmg- 10.00% Phys.save +11 (+2 eff.) Heal.mod +20% Disease- +20% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +10 Str +15 Dex +15 Mag +10 Wil +15 Cun +10 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 46, based on Cunning and Magic) for 10 turns. Uses 27 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
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 143% efficiency and cooldown mod of 56%. 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 [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. 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 19.9 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Dexterity 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 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Dexterity 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 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Strength 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 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.0 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Magic 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 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 614 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% 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 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 light, 3 blight, 3 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 342.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 354 damage for 7 turns. 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 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- S.pwr/crit +4 Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.16 Max.mana +21.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +37 (+7 eff.) Phys.spd +10% Dmg.mod +13% physical Apr +1 ----- def ----- Defense +20 (+3 eff.) Resists +2% physical +6% mind +5% arcane ---------- misc Max.stam +30.00 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+3 eff.) S.pwr/crit +10 ----- def ----- Defense +15 (+2 eff.) Crit.dmg- 15.00% Max.HP +100.00 Pinning- +20% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +11 Dex +8 Mag dps ---------- Dmg.mod +15% cold Res.pen +20% lightning ----- def ----- Resists +5% arcane +30% cold ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +15% blight Acc +20 (+4 eff.) Apr +10 Melee Ret 4 blight ----- def ----- Defense +13 (+2 eff.) Resists +3% blight +3% darkness Max.HP +24.00 Disarm- +34% Pinning- +31% Knockbk- +31% Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Mag dps ---------- S.pwr/crit +10 Dmg.mod +16% nature +15% temporal Melee Ret 8 nature 8 temporal ----- def ----- Resists +44% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 27 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.28 cold and 24.02 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 32 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +6 (+1 eff.) Resists +20% lightning Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 172% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 mind +16 light On Hit: * 20% chance to reduce all saves and defense by 30 While equipped: dps ---------- Dmg.mod +27% mind Acc +21 (+4 eff.) ----- def ----- Defense +21 (+3 eff.) Resists +24% cold Disease- +23% Disarm- +66% Confus- +23% Def/telep +18 Res/telep +18% Dur/telep +18% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 148% Range: 1.3x Uses 45% Cun, 50% Mag, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 cold On Hit.r1 +20 darkness +20 cold On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +15 (+3 eff.) Dmg.mod +21% acid +21% cold Res.pen +20% acid On Hit (Melee): * 23% chance to reduce damage dealt by 25% ----- def ----- Resists +18% darkness +21% cold Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 155% Range: 1.3x Uses 45% Cun, 50% Mag, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Dex +5 Mag dps ---------- Dmg.mod +18% light +15% mind Res.pen +29% cold Melee Ret 4 cold ---------- misc Psi/ret +0.44 Max.hate +11.70 Light +4 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Cun, 50% Mag Dmg Darkness Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Cun, 50% Mag Dmg Light Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 115% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 132% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +27.00% Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +9 (+1 eff.) Disarm- +33% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 146% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Crit.mult +0.00% ----- def ----- Disease- +26% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Arcane/Psionic Power 148% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Crit.mult +0.00% ----- def ----- Disease- +27% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 149% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +21 lightning +5 cold While equipped: dps ---------- Crit.mult +0.00% Mov.spd +37% Res.pen +13% lightning +12% cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 107% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +15% Undead While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 136% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Crit.mult +0.00% Phys.pwr +10 (+2 eff.) Res.pen +9% all +11% physical Acc +9 (+2 eff.) Apr +12 ----- def ----- Disarm- +14% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 161% Range: 1.3x Uses 45% Dex, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Crit.mult +0.00% Phys.pwr +6 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +27% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 155% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Apr +16 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 161% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +9 Mag dps ---------- Dmg.mod +18% physical Acc +19 (+4 eff.) Apr +5 ----- def ----- Defense +19 (+3 eff.) Resists +6% arcane +9% acid Die.at -80.00 life Cut- +23% Disarm- +62% Teleport- +20% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature Power 123% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +19 acid +30 nature While equipped: dps ---------- Res.pen +17% acid +13% nature Apr +10 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane Power 114% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 98 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +14% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 176% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical 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% While equipped: Stats +7 Con dps ---------- Phys.crit +17.0% Phys.pwr +21 (+4 eff.) Res.pen +16% physical ----- def ----- Disarm- +41% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 154% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 light +20 darkness Against +30% Undead +20% Living While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +15 ----- def ----- Armour +12 Crit.dmg- 15.00% Die.at -40.00 life Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Mana/s.crit +2.34 Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +20 acid While equipped: Stats +13 Cun dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +39 (+13 eff.) Dmg.mod +9% light Res.pen +29% mind ---------- misc Max.hate +11.70 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 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 11 physical Dmg.mod +11% physical Res.pen +9% physical ----- def ----- Resists +13% mind +9% physical Mind.save +3 (+1 eff.) ---------- misc Psi/turn +0.50 Max.psi +22.00 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 [Ego+] Nature/Disrupt Power 109% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 84 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 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. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +20 nature On Hit: * 10 arcane resource burn * 10% chance to slow global speed by 58% While equipped: Stats +15 Con +15 Wil dps ---------- Dmg.mod +3% nature +22% physical Res.pen +5% nature +15% all Acc +24 (+5 eff.) Apr +15 ----- def ----- Resists +3% lightning +6% nature Max.HP +102.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +21% Spell.pwr +24 (+6 eff.) Dmg.mod +30% fire ----- def ----- Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +14 (+3 eff.) ---------- misc Vim/s.crit +5.00 Max.vim +27.00 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 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire Res.pen +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold On Hit (Melee): * 23 arcane resource burn ----- def ----- Defense +22 (+4 eff.) Resists +6% blight +18% fire +18% temporal +27% lightning Die.at -60.00 life Silence- +23% Teleport- +23% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.1 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +14 Mag +15 Wil +16 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +9 Dmg.mod +25% 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 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +35.00% Spell.pwr +18 (+5 eff.) Melee+ 27 fire Dmg.mod +25% blight Res.pen +12% blight ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane/Nature Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Dmg.mod +25% blight Res.pen +12% blight ----- def ----- HP.reg +1.20 Heal.mod +22% ---------- 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 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ----- def ----- Resists +15% fire ---------- 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 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% arcane ---------- misc Max.mana +50.00 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 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane Res.pen +8% arcane ----- def ----- Resists +8% darkness +7% temporal Def/telep +12 Res/telep +12% Dur/telep +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 171% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +9.0% Atk.spd 100% Block +94 Uses 1.0 Steam When used to Attack: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical On Hit: * Deal physical damage equal to your armor (48) While equipped: Stats +11 Str +2 Con dps ---------- Phys.crit +5.0% Dmg.mod +12% fire +12% physical Res.pen +10% fire Acc +22 (+5 eff.) ----- def ----- Armour +16 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 101% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam When used to Attack: Power 89% Range: 1.1x Uses 50% Mag Dmg Physical Melee+ +12 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +12% nature +12% blight Max.HP +32.00 ---------- misc Talents +1 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 T5 waraxe 1H weapon [Rare] Master Power 150% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 acid +16 lightning On Crit.r2 +8 acid While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Dmg.mod +15% mind +15% acid Acc +15 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Resists +12% acid +18% fire Disarm- +50% ---------- misc Hate/m.crit +3.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 149% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +23 (+5 eff.) Apr +15 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) Melee Ret 2 mind ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +2% physical +3% lightning Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Wil dps ---------- Res.pen +10% darkness +15% mind Against +45% Summoned On Hit (Melee): * 10% chance to reduce all saves and defense by 30 ----- def ----- Armour +14 Defense +12 (+2 eff.) Resists +14% lightning +14% temporal +5% arcane +9% cold D.Red.from +45% Summoned Phys.save +22 (+4 eff.) Spell.save +3 (+1 eff.) Disarm- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Spell.pwr +5 (+1 eff.) Res.pen +15% acid ----- def ----- Resists +7% blight +6% acid Mind.save +13 (+3 eff.) Max.HP +71.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +17% physical Res.pen +16% physical ----- def ----- Resists +9% acid +9% fire +9% lightning +9% cold A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +10 Str dps ---------- Spell.crit +5% Crit.mult +37.00% Phys.pwr +15 (+3 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +11% arcane Res.pen +10% arcane +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +2 (+0 eff.) Resists +3% physical ---------- misc Max.mana +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +15% light +6% physical Res.pen +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +0% lightning Phys.save +16 (+3 eff.) Spell.save +9 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -20.00 life Max.HP +134.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+2 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +11% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.22 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Crit.mult +10.00% Acc +10 (+2 eff.) ----- def ----- Armour +3 Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +13.00 A pair of boots made of leather. |
![]() 7.0 T3 hands armor [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 Disarm- +0% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 30% Cun, 60% Str, 50% Mag 30% Dex Dmg Physical 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 [Rare] Psionic While equipped: Stats +1 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical Res.pen +15% fire Acc +6 (+1 eff.) ----- def ----- Armour +2 Resists +6% fire Phys.save +8 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +22% Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor [Random Unique] Nature While equipped: Stats +6 Str +2 Dex +5 Wil +16 Cun +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +12 (+3 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +5% Resists +6% physical Phys.save +11 (+2 eff.) ---------- misc Stam/ret +1.80 Equi/ret +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun +4 Dex dps ---------- Apr +3 ----- def ----- Armour +3 Defense +20 (+3 eff.) Fatigue +1% Resists +3% light Mind.save +0 (+0 eff.) Teleport- +10% A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Str +5 Mag +0 Cun dps ---------- Phys.crit +4.0% Phys.pwr +25 (+5 eff.) Spell.pwr +31 (+8 eff.) Acc +30 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +0 (+0 eff.) ---------- misc Mana/turn +0.24 Stam/ret +2.30 Equi/ret +3.00 A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +6 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +12 (+3 eff.) ---------- misc Light +2 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +13 (+2 eff.) Mind.save +15 (+3 eff.) Battle Cry: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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 cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +12 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T4 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +12% acid +12% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +0 Dex +0 Mag +12 Wil +6 Cun +0 Con dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +14 Defense +20 (+3 eff.) Fatigue +8% Resists +20% blight +3% physical +30% darkness Mind.save +23 (+5 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Max.stam +30.00 Light +2 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane While equipped: Stats +7 Str +6 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +7% Phys.pwr +19 (+4 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +15% lightning A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +15 Defense +34 (+6 eff.) Fatigue +8% Mind.save +21 (+5 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.50 A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Melee Ret 12 mind ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +30% darkness +18% mind +21% nature Die.at -80.00 life Max.HP +117.05 HP.reg +4.68 Disarm- +23% Pinning- +23% ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego++] Master When used to Attack: Power 188% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +296 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +16.0% Phys.pwr +15 (+3 eff.) ----- def ----- Armour +22 Fatigue +8% Phys.save +15 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Nature When used to Attack: Power 181% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +216 On Hit: * Deal physical damage equal to your armor (48) While equipped: ----- def ----- Armour +18 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Ego++] Nature/Psionic Power 140% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +33 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 196 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 196 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 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 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +12 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +90.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 43 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 11 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 16 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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. |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 416] amazing healing salve [power 416]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Heal 416 Puts Talent Medical Injector on 8 cooldown Medical salve. |
amazing unstoppable force salve [power 115] amazing unstoppable force salve [power 115]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Increases all saves by 115 and healing factor by half Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
great frost salve [power 25] great frost salve [power 25]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
great water salve [power 25] great water salve [power 25]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 300] powerful healing salve [power 300]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 52% cooldown modifier. Heal 300 Puts Talent Medical Injector on 8 cooldown Medical salve. |
![]() 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. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 38 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +3% physical Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +8 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +18% nature ----- def ----- Armour +6 Resists +5% arcane Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 770 Base Damage: 349 Armor: 34 All Resist: 21 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 rouge the Cornac Rogue level 47
6th Pyre 123rd year of Ascendancy at 00:19 see stats
By rouge the Cornac Rogue level 41
58th Regrowth 123rd year of Ascendancy at 02:34 see stats
By rouge the Cornac Rogue level 41
32nd Regrowth 123rd year of Ascendancy at 13:41 see stats
By rouge the Cornac Rogue level 50
14th Dusk 123rd year of Ascendancy at 04:09 see stats
By rouge the Cornac Rogue level 46
4th Pyre 123rd year of Ascendancy at 14:56 see stats
By rouge the Cornac Rogue level 44
72nd Regrowth 123rd year of Ascendancy at 02:04 see stats
By rouge the Cornac Rogue level 18
14th Dusk 122nd year of Ascendancy at 15:54 see stats
By rouge the Cornac Rogue level 50
57th Dusk 123rd year of Ascendancy at 05:18 see stats
By rouge the Cornac Rogue level 43
68th Regrowth 123rd year of Ascendancy at 04:07 see stats
By rouge the Cornac Rogue level 34
80th Haze 122nd year of Ascendancy at 16:35 see stats
By rouge the Cornac Rogue level 24
12nd Haze 122nd year of Ascendancy at 18:55 see stats
By rouge the Cornac Rogue level 41
48th Regrowth 123rd year of Ascendancy at 21:40 see stats
By rouge the Cornac Rogue level 34
5th Allure 123rd year of Ascendancy at 01:00 see stats
By rouge the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 15:16 see stats
By rouge the Cornac Rogue level 20
72nd Dusk 122nd year of Ascendancy at 07:19 see stats
By rouge the Cornac Rogue level 30
58th Haze 122nd year of Ascendancy at 22:13 see stats
By rouge the Cornac Rogue level 40
30th Regrowth 123rd year of Ascendancy at 18:00 see stats
By rouge the Cornac Rogue level 50
2nd Flare 123rd year of Ascendancy at 21:16 see stats
By rouge the Cornac Rogue level 50
70th Dusk 123rd year of Ascendancy at 06:59 see stats
By rouge the Cornac Rogue level 18
33rd Dusk 122nd year of Ascendancy at 15:40 see stats
By rouge the Cornac Rogue level 50
43rd Dusk 123rd year of Ascendancy at 13:51 see stats
By rouge the Cornac Rogue level 31
68th Haze 122nd year of Ascendancy at 04:53 see stats
By rouge the Cornac Rogue level 24
14th Haze 122nd year of Ascendancy at 16:12 see stats
By rouge the Cornac Rogue level 43
68th Regrowth 123rd year of Ascendancy at 07:27 see stats
By rouge the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 13:55 see stats
By rouge the Cornac Rogue level 31
69th Haze 122nd year of Ascendancy at 01:16 see stats
By rouge the Cornac Rogue level 40
31st Regrowth 123rd year of Ascendancy at 08:18 see stats
By rouge the Cornac Rogue level 31
67th Haze 122nd year of Ascendancy at 06:27 see stats
By rouge the Cornac Rogue level 26
48th Haze 122nd year of Ascendancy at 21:46 see stats
By rouge the Cornac Rogue level 47
35th Pyre 123rd year of Ascendancy at 04:48 see stats
By rouge the Cornac Rogue level 26
50th Haze 122nd year of Ascendancy at 14:21 see stats
By rouge the Cornac Rogue level 22
77th Dusk 122nd year of Ascendancy at 21:26 see stats
By rouge the Cornac Rogue level 15
3rd Flare 122nd year of Ascendancy at 21:08 see stats
By rouge the Cornac Rogue level 47
67th Pyre 123rd year of Ascendancy at 05:47 see stats
By rouge the Cornac Rogue level 40
31st Regrowth 123rd year of Ascendancy at 08:23 see stats
By rouge the Cornac Rogue level 45
2nd Pyre 123rd year of Ascendancy at 12:52 see stats
Log
rouge hits Will o' the wisp for 5 arcane, 5 arcane, 5 arcane (16 total damage).
rouge hits Lisitira the Neverdead for (168 absorbed), 211 physical, 12 cold, 7 arcane, 185 light, 330 physical, 106 physical, 185 light, 361 physical, 12 cold, 7 arcane, 343 physical, 120 physical, 465 physical, 12 cold, 7 arcane, 306 physical, 133 physical (2801 total damage).
rouge hits Will o' the wisp for 5 arcane, 5 arcane, 5 arcane (16 total damage).
Melee retaliation hits rouge for (4 resonance), 4 temporal, (5 resonance), 5 darkness, (4 resonance), 4 temporal, (5 resonance), 5 darkness, (4 resonance), 4 temporal, (5 resonance), 5 darkness, (4 resonance), 4 temporal, (5 resonance), 5 darkness, (4 resonance), 4 temporal, (5 resonance), 5 darkness, (4 resonance), 4 temporal, (5 resonance), 5 darkness (53 total damage).
Lisitira the Neverdead's creeping dark hits rouge for (30 resonance), 30 darkness (30 total damage).
Lisitira the Neverdead casts Displacement Shield.
The very fabric of space alters around Lisitira the Neverdead.
Will o' the wisp attacks empty space.
Will o' the wisp attacks empty space.
Will o' the wisp explodes! rouge is enveloped in frost.
rouge reacts to damage from Will o' the wisp, mitigating the blow!.
Your resonance field crumbles under the damage!
The psychic field around rouge crumbles.
Rouge is recovering from the damage!
Will o' the wisp hits rouge for (145 reacted , -5 stam), (83 resonance), 174 cold (174 total damage).
--------------------------------
rouge performs a melee critical strike against Lisitira the Neverdead!
Rouge's tinker attains critical power!
rouge performs a melee critical strike against Lisitira the Neverdead!
The fabric of space around Lisitira the Neverdead stabilizes to normal.
Rouge's tinker attains critical power!
Lisitira the Neverdead resists the vile poison!
Rouge has finished recovering.
Rouge is no longer evading attacks.
Rouge deactivates Crippling Poison.
Rouge deactivates Volatile Poison.
Rouge deactivates Apply Poison.
Rouge deactivates Trained Reactions.
Rouge is not affected anymore by the salve.