

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Annihilator |
| Level / Exp | 46 / 24% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 127 (base 60) |
| Constitution | 81 (base 28) |
| Magic | 29 (base 10) |
| Willpower | 46 (base 10) |
| Cunning | 139 (base 60) |
Resources
| Life | 882/883 |
| Steam | 100/100 |
| Healing Factor | 1.4705723357063 |
| Regeneration | 10.922958879819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 14 |
| Infravision | 10 |
| See Stealth | 26 |
| See Invisible | 37 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 86 |
| Crit Chance | 47% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Temporal | +14% |
| Lightning | +22% |
| Physical | +14% |
| Cold | +8% |
| All | +5% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +10% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.139431127222 (93.292586063405%) |
| Defense | 53 |
| Ranged Defense | 60 |
| Fatigue | 31 |
| Physical Save | 68 |
| Spell Save | 37 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Arcane | + 20%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 37%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 100% |
| Knockback Resistance | 30% |
| Confusion Resistance | 79% |
| Stun Resistance | 40% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: 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 Cunning stat. |
| Implants | Effective talent level: 2.5 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 177% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 137% efficiency and cooldown mod of 82%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| talent | Exoskeleton |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (676/676). Capacitor Discharge |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 37% talent failure, 80% reduced healing, and take 246.10 additional acid damage from melee and ranged attacks. Miasma Engine |
| beneficial effect | 16% chance to fully absorb any damaging actions. Smogscreen |
| detrimental effect | Zone-wide effect: A huge thunderstorm rages above you. +10 lightning damage, -10% stun resistance. Thunderstorm |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 41% and triggers a radius 8 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 323 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (323)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 80 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (80)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 15): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 353 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (353)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 143 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (143)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 25): Headhunter0 / 2 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 27): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 29): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 30): Pacifist | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 31): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (116)Turns left: 18 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 35): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 36): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 37): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 281 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (281)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Sepsisvein (0 def, 2 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +9 Str +4 Mag +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 73% * 20% chance to reduce damage dealt by 35% ----- def ----- Armour +2 Crit.chn- 5.00% ---------- misc Infravis +1 Talents +4 Rocket Boots Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots 'Galenaught' (21/21, 33-40 power, 3 apr) 3.0 T3 shot ammo [Rare] Disrupt Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Against +5% Unnatural +7% Unliving On Hit.r1 +20 light +20 lightning On Hit: * 20% chance to slow global speed by 73% * 20 arcane resource burn While equipped: ---------- misc Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Gloomtickler'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% physical Res.pen +10% darkness ----- def ----- Phys.save +22 (+6 eff.) Die.at -40.00 life ---------- misc Light +6 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 | Glolramina (0 def, 6 armour) 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +8 Dex +4 Wil +8 Cun +4 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +10% acid Acc +25 (+5 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +3% nature +5% arcane Spell.save +18 (+7 eff.) ---------- misc Light +7 Infravis +2 A cap made of leather. |
| On hands | Bleakwish (0 def, 4 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +9 Str +4 Dex +5 Wil +4 Cun +3 Con dps ---------- Melee+ 12 lightning Dmg.mod +7% lightning +3% cold +12% darkness Res.pen +10% darkness ----- def ----- Armour +4 Resists +7% lightning +12% darkness Phys.save +6 (+2 eff.) Disarm- +140% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +12.0% Atk.spd 100% On Crit.r2 +9 lightning On Hit: 10% Disarm 5 On Hit: 10% Lightning Breath 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing stralite torque of psionic shield [power 83] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 83 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elothra the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +6 Wil +6 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +18 (+4 eff.) Dmg.mod +9% temporal +5% all Res.pen +15% arcane Acc +8 (+1 eff.) ----- def ----- Resists +9% temporal Rings make your fingers look great! |
| On fingers | steel ring 'Zubolle'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +6% nature +6% light Phys.save +10 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +17 (+6 eff.) Die.at -20.00 life Confus- +24% Rings make your fingers look great! |
| Around neck | wanderer's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +8 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 Blind- +22% ---------- misc Stam/turn +0.70 Infravis +7 Sight +2 See.Invis +11 Amulets make your neck look great! |
| In main hand | ranger's stralite steamgun of tinkering (+5) 4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Crit +16.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +2 Dex dps ---------- Steampwr +8 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +15 Dex +12 Cun +10 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 71 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | swashbuckler's stralite shield of shrapnel (0 def, 10 armour, 48-58 power, 141 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 While equipped: Stats +4 Str +9 Dex dps ---------- Acc +11 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 326 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of sorcery (3 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +4 Cun dps ---------- Spell.crit +4% Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (12 def, 24 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +16 Con ----- def ----- Armour +24 Defense +12 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +18 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
medical injector implant (efficiency 120% / cooldown 52%)0.1 T1 implant scroll [Normal] 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 120% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 94% / cooldown 55%)0.1 T1 implant scroll [Normal] 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 94% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 156% / cooldown 89%)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 156% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 146% / cooldown 100%)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 146% efficiency and cooldown mod of 100%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 148% / cooldown 77%)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 148% efficiency and cooldown mod of 77%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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. |
healing infusion of the titan (heal 202; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 284; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -490; dur 6; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -490 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 491 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -682; dur 5; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -682 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 683 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 1003%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1003% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 586%; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 317; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 317 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. |
regeneration infusion of the sneak (heal 533; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 533 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. |
regeneration infusion of the titan (heal 487; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 40%; physical; dur 2; cd 10)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 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 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. |
wild infusion of the psychic (res 26%; magical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 26% for 3 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. |
shatter afflictions rune (absorb 52; cd 12)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 52 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. |
shatter afflictions rune of the wizard (absorb 68; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 68 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. |
teleportation rune of the sneak (range 175; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 175 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Arcrain the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +15% lightning +6% arcane ----- def ----- Resists +12% fire +5% arcane +11% cold ---------- misc Masteries +0.15 Steamtech/Physics Amulets make your neck look great! |
Tundrastreaker0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +5 Defense +8 (+3 eff.) Resists +9% mind Res.Cap +4% all Phys.save +37 (+10 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+5 eff.) Max.HP +44.00 HP.reg +6.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of mastery (0.10 Steamtech / Chemistry)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +20% ---------- misc Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
copper amulet 'Aludan'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Str +5 Dex +5 Wil dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% mind +5% blight Melee Ret 2 blight Amulets make your neck look great! |
steel amulet 'Layaldathra'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Resists +12% mind Spell.save +15 (+6 eff.) Die.at -60.00 life Heal.mod +10% Cut- +20% Confus- +20% Pinning- +10% Teleport- +10% Amulets make your neck look great! |
stralite amulet 'Haleharahell'0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Defense +25 (+8 eff.) Resists +15% temporal +15% fire Max.HP +40.00 Cut- +20% ---------- misc Max.stam +30.00 Masteries +0.32 Steamtech/Physics Amulets make your neck look great! |
warmaker's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +8 Dex +5 Wil ----- def ----- Blind- +10% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.29 Steamtech / Gadgets)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +9% physical ---------- misc Stam/turn +0.40 Masteries +0.29 Steamtech/Gadgets Amulets make your neck look great! |
Aerutha0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Mag +1 Wil +5 Con dps ---------- Phys.pwr +7 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% temporal +6% light +3% darkness ---------- misc Infravis +1 Rings make your fingers look great! |
Boltwisp the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Dmg.mod +11% arcane +12% lightning Res.pen +5% lightning ----- def ----- Armour +6 Resists +11% arcane +3% physical Rings make your fingers look great! |
Brodugahor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +5% physical Max.HP +60.00 HP.reg +3.00 Disarm- +20% Confus- +20% Pinning- +10% Stun/Frz- +24% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
conjurer's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
conjurer's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
copper ring 'Voidenvy'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness +25% mind On Hit (Melee): * 10% chance to reduce damage dealt by 35% ----- def ----- Resists +6% acid +3% temporal Phys.save +6 (+2 eff.) Rings make your fingers look great! |
gladiator's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +5 Mag +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 22 light Ranged+ 17 light Dmg.mod +13% light Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Spellblade (50-70 power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+4 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
enhanced stralite mace of amnesia (38-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Psionic Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +6 Str +5 Dex +6 Mag +7 Wil +7 Cun +7 Con Blunt and deadly. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Growthlash4.0 T2 sling 1H weapon [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +2 Dex +4 Cun dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% nature +6% temporal Res.pen +5% temporal +6% physical Slings are used to hurl stones or metal shots at your foes. |
Hellsvice the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% On Hit.r1 +12 fire While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +3.0% Phys.spd +10% Acc +6 (+1 eff.) Melee Ret 4 temporal ----- def ----- Resists +9% fire Slings are used to hurl stones or metal shots at your foes. |
Tidesorrow4.0 T4 sling 1H weapon [Random Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +13 lightning +10 acid On Hit: 10% Shoot 1 While equipped: Stats +1 Str +1 Dex +5 Con dps ---------- Dmg.mod +16% lightning +6% cold +11% acid ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Aerarebeth'4.0 T3 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 blight On Crit.r2 +28 lightning +19 cold +12 blight While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +34% Res.pen +5% lightning +10% cold ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Stam/turn +2.00 Masteries +0.20 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +48.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +7 Wil +2 Cun +7 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +15.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hardened leather belt 'Rimeobeisance'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +8 Cun +15 Lck dps ---------- Dmg.mod +9% mind Res.pen +5% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +7% lightning +7% temporal Stealth +19 ---------- misc T.Disarm +23 Infravis +8 A belt that goes around your waist. |
Airwreath the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +18% lightning Res.pen +10% mind Melee Ret 4 lightning 6 darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borafast the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Spell.crit +6% Crit.mult +20.00% S.pwr/crit +4 Dmg.mod +21% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe 'Eilinoma' (3 def, 3 armour)2.0 T4 cloth armor [Rare] Master While equipped: Stats +2 Wil +2 Cun +11 Con dps ---------- Res.pen +25% acid Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +13% all Phys.save +18 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeralaith the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Resists +3% acid Phys.save +6 (+2 eff.) Heal.mod +15% ---------- misc Max.enc +22 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Borerak the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun dps ---------- Crit.mult +15.00% Phys.pwr +20 (+4 eff.) ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Zubida the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Dmg.mod +9% mind Acc +5 (+1 eff.) Melee Ret 6 mind ----- def ----- Armour +5 ---------- misc Infravis +2 A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 33 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 98 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Getaharador the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +13% Crit.mult +10.00% Melee+ 12 lightning Dmg.mod +7% lightning ----- def ----- Armour +3 Fatigue +5% Resists +11% lightning +3% temporal +9% light +3% blight HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +26.00 Unarmed combat: Power 33.5 - 46.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +18.0% Atk.spd 83% On Crit.r2 +12 lightning On Hit: 10% Nightmare 5 On Hit: 10% Lightning Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Gilorab' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+2 eff.) Acc +10 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% blight Poison- +20% Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Glowweeper' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +6 Str +3 Dex +2 Cun dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +9% light Acc +6 (+1 eff.) Apr +5 Melee Ret 6 darkness ----- def ----- Armour +2 Resists +7% blight +3% light Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +11 Crit +7.0% Atk.spd 100% On Hit: 10% Set Up 3 On Hit: * 12% chance to slow global speed by 73% * 13% chance to reduce armor by 28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armaromirek the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Mag +12 Wil +3 Cun +4 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +8% physical Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 523.7 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 54.71 fire and 59.40 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
dwarven-steel helm 'Islotha' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Res.pen +20% mind Apr +5 On Hit (Melee): * 10% chance to slow global speed by 73% ----- def ----- Armour +4 Fatigue +4% Resists +6% light ---------- misc Stam/ret +1.00 Equi/ret +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Eclipsemaim' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +11 Str +6 Dex dps ---------- Res.pen +5% darkness +5% nature Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 73% * 20% chance to reduce damage dealt by 35% ----- def ----- Armour +3 Fatigue +3% Resists +14% mind Mind.save +12 (+4 eff.) Confus- +23% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 523.7 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
miner's iron helm of might (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 59.19 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
stralite plate armour 'Blastmaim' (0 def, 27 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 13 acid 17 fire Acc +10 (+2 eff.) Apr +5 Melee Ret 12 acid 12 fire 4 lightning ----- def ----- Armour +27 Fatigue +22% Resists +26% acid +24% fire +10% cold Die.at -40.00 life ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Gilegorn the stralite shield (0 def, 16 armour, 44-53 power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +4 acid +8 temporal On Hit: * Deal physical damage equal to your armor (62) While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% acid ----- def ----- Armour +16 Fatigue +8% Resists +15% acid +21% fire +11% mind Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Xanunn the stralite shield (0 def, 8 armour, 52-63 power, 143 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 52.5 - 63.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +143 On Hit: * 20% chance to slow global speed by 73% * 11% chance to reduce armor by 28% While equipped: dps ---------- Melee+ 7 acid Dmg.mod +6% acid Melee Ret 3 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +8 Fatigue +8% Resists +15% blight +9% darkness +5% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
exposing voratun shield of resilience (0 def, 10 armour, 67-80 power, 200.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 While equipped: dps ---------- On Hit (Melee): * 8% chance to reduce all saves and defense by 43 On Melee Ret: * 14% chance to reduce all saves and defense by 43 ----- def ----- Armour +10 Fatigue +8% Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of earthen fury (0 def, 14 armour, 47-56 power, 143.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 On Hit: * Deal physical damage equal to your armor (62) While equipped: ----- def ----- Armour +14 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
923 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shiverstriker the voratun pickaxe (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +10% cold ----- def ----- Fatigue -7% Resists +6% lightning +9% blight Die.at -80.00 life Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Arthitothad' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Mind.pwr +20 (+4 eff.) Dmg.mod +6% arcane Res.pen +15% blight ----- def ----- Mind.save +6 (+2 eff.) Max.HP +26.00 ---------- misc Max.stam +15.00 Max.hate +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Armohad the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Defense +25 (+8 eff.) Resists +15% lightning +3% nature Mind.save +15 (+5 eff.) Max.HP +46.00 Heal.mod +10% Blind- +20% Poison- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Runeroddadin1.0 T3 lite [Rare] Master While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +15% blight Res.pen +25% blight Phasing +30% ---------- misc Mana/turn +0.12 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 177% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 646] amazing healing salve [power 646]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 177% efficiency and 66% cooldown modifier. Heal 646 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 565] amazing pain suppressor salve [power 565]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 177% efficiency and 66% cooldown modifier. Let you fight up to -565 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 177% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 39] great fiery salve [power 39]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 177% efficiency and 66% cooldown modifier. Remove 2 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cureraze the pouch of dwarven-steel shots (20/20, 30-35 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 29.5 - 35.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +20 fire +22 nature On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 73% While equipped: Shots are used with slings to pummel your foes to death. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Voramina (23/23, 52-63 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 52.5 - 63.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +6 Crit +7.0% Capacity 23 Ranged+ +20 mind On Crit.r2 +20 mind On Hit: * 20% chance to slow global speed by 73% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of amnesia (21/21, 53-64 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of crippling (22/22, 48-57 power, 5 apr)3.0 T4 shot ammo [Ego++] Master Power 47.5 - 57.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
perfect alchemist's helper0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +25% acid +25% fire +25% nature +25% blight Tinkers can be attached to normal items to improve them with steam power! |
well-made thunder grenade0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +3 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
Glimmerrebel the yew totem of stinging [power 248] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% Dmg.mod +3% light ----- def ----- Defense +20 (+7 eff.) Resists +6% light +2% physical ---------- misc Light +3 Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Singebraze the ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Resists +3% fire ---------- misc Hate/m.crit +1.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Mirequeller the ash wand of shielding [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Acc +5 (+1 eff.) Apr +2 Melee Ret 8 physical On Hit (Melee): * 10% chance to slow global speed by 73% * 10% chance to reduce damage dealt by 35% ---------- misc Stam/turn +2.00 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Scaldstinger the elven-wood wand of shielding [power 392] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% lightning +27% fire ----- def ----- Resists +12% cold +12% fire Create a shield absorbing up to 392 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Staff Annihilator the Yeek Annihilator level 29
17th Dusk 122nd year of Ascendancy at 19:55 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Staff Annihilator the Yeek Annihilator level 38
33rd Dusk 122nd year of Ascendancy at 00:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Staff Annihilator the Yeek Annihilator level 25
7th Dusk 122nd year of Ascendancy at 08:04 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Staff Annihilator the Yeek Annihilator level 16
3rd Summertide 122nd year of Ascendancy at 15:49 see stats
Infinite x20 (Insane (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Staff Annihilator the Yeek Annihilator level 27
12nd Dusk 122nd year of Ascendancy at 11:34 see stats
Infinite x30 (Insane (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Staff Annihilator the Yeek Annihilator level 39
34th Dusk 122nd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Staff Annihilator the Yeek Annihilator level 10
79th Pyre 122nd year of Ascendancy at 13:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Staff Annihilator the Yeek Annihilator level 20
7th Flare 122nd year of Ascendancy at 05:41 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Staff Annihilator the Yeek Annihilator level 30
18th Dusk 122nd year of Ascendancy at 04:06 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Staff Annihilator the Yeek Annihilator level 40
36th Dusk 122nd year of Ascendancy at 18:41 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Staff Annihilator the Yeek Annihilator level 31
20th Dusk 122nd year of Ascendancy at 07:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Staff Annihilator the Yeek Annihilator level 26
8th Dusk 122nd year of Ascendancy at 14:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Staff Annihilator the Yeek Annihilator level 24
6th Dusk 122nd year of Ascendancy at 09:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Staff Annihilator the Yeek Annihilator level 16
2nd Summertide 122nd year of Ascendancy at 06:07 see stats
Log
Rested for 8 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Staff Annihilator deactivates Miasma Engine.
Staff Annihilator activates Miasma Engine.
Staff Annihilator deactivates Chemical Grenade.
Staff Annihilator activates Chemical Grenade.
Staff Annihilator deactivates Rocket Pod.
Staff Annihilator activates Rocket Pod.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You gain 5.22 gold from the melting of temporal drakeskin leather gloves of strength (+4) (0 def, 3 armour).
You gain 7.68 gold from the melting of undeterred pair of drakeskin leather boots (0 def, 5 armour).
You gain 11.30 gold from the melting of tormentor's silk robe of Linaniil (0 def, 0 armour).
You gain 12.50 gold from the melting of Robe of Force (12 def, 8 armour).
You gain 8.32 gold from the melting of monstrous hardened leather belt of carrying.
You gain 7.02 gold from the melting of balancing rough leather belt of shielding.
You gain 1.75 gold from the melting of dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 4.20 gold from the melting of blooming living mindstar of clarity (16-17 power, 40 apr, nature damage).
You collect a new ingredient: lump of stralite (1).
You gain 7.34 gold from the melting of warbringer's stralite greatsword (48-78 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.06 gold from the melting of acidic stralite greatmaul of evisceration (56-83 power, 3 apr).
You gain 1.18 gold from the melting of manasurge rune of the wizard (regen 1392% over 10 turns; mana 70; cd 17).
You gain 4.65 gold from the melting of medical injector implant of the warrior (efficiency 227% / cooldown 99%).
Saving game...
Saving done.

































































































































































