Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 50 / 647% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 115 (base 60) |
Constitution | 66 (base 31) |
Magic | 16 (base 10) |
Willpower | 35 (base 11) |
Cunning | 87 (base 57) |
Resources
Life | 1777/1777 |
Stamina | 240/240 |
Steam | 100/100 |
Healing Factor | 1.3588369623247 |
Regeneration | 0.33970924058116 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8.0298514815086 |
Infravision | 5 |
See Stealth | 42.450402445479 |
See Invisible | 42.450402445479 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Barehand
Damage | 163 |
Accuracy | 94 |
Crit Chance | 78% |
APR | 28 |
Speed | 1.11 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +49% |
Light | +32% |
Mind | +26% |
Cold | +50% |
Physical | +48% |
Fire | +30% |
All | +20% |
Offense: Damage Penetration
Nature | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 30 (55.65183292883%) |
Defense | 71 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 41%( 70%) |
Physical | + 40%( 70%) |
Cold | + 63%( 70%) |
All | + 37%( 70%) |
Lightning | + 70%( 70%) |
Light | + 52%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 43%( 70%) |
Mind | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 108 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 669 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Chant of Fortitude |
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 33% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (106 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (180 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 16 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
On head | Byzilahek the Ebonygasher (0 def, 5 armour) Byzilahek the Ebonygasher (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +10 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +18% light +6% blight +15% mind +14% darkness Spell.save +9 (+4 eff.) Mind.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Gunykalthogen the Tidesorrow [power 338] (13 cooldown) Gunykalthogen the Tidesorrow [power 338] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +8 Dex dps ---------- Dmg.mod +9% physical Acc +20 (+4 eff.) Melee Ret 10 fire ----- def ----- Defense +25 (+6 eff.) Resists +9% cold Sting an enemy dealing 406 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
On fingers | mule's steel ring of pilfering mule's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Fatigue -5% ---------- misc Max.enc +23 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 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 make your fingers look great! |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | Murkorder the stralite amulet Murkorder the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +8 Dex dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Res.pen +25% nature Apr +5 On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +6% light +9% lightning Amulets make your neck look great! |
Main armor | Betirin the Daykill (0 def, 5 armour) Betirin the Daykill (0 def, 5 armour) 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +13 Str +3 Dex +7 Mag +8 Wil dps ---------- Mind.crit +7% Phys.pwr +25 (+5 eff.) Dmg.mod +29% lightning +23% physical +12% light +30% cold Acc +20 (+4 eff.) ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Resists +15% lightning +14% cold +15% all Phys.save +15 (+5 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | nightwalker's alchemist's lamp of focus nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Rimescar the cashmere cloak (2 def, 0 armour) Rimescar the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +7 Dex +3 Cun dps ---------- Acc +25 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +18% cold +4% physical 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. |
Around waist | Emblem of Evasion Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Fatigue -8% Proj.evade +15% Proj.slow +30% ---------- misc Max.enc +20 Evasion: (Instant) Level 5.2 Pwr.cost 26 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 39% chance to evade melee and ranged attacks and 63 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. |
Inventory
medical injector implant of the duelist (efficiency 184% / cooldown 81%) medical injector implant of the duelist (efficiency 184% / cooldown 81%)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 184% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 216; cd 12) healing infusion of the sneak (heal 216; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the duelist (die at -583; dur 7; cd 25) heroism infusion of the duelist (die at -583; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 7 turns. While Heroism is active, you will only die when reaching -583 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 583 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. 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 sneak (speed 694%; cd 17) movement infusion of the sneak (speed 694%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 694% 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 Cunning 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 warrior (speed 941%; cd 8) movement infusion of the warrior (speed 941%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 941% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 duelist (heal 456; 14 cd) regeneration infusion of the duelist (heal 456; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 217; 15 cd) regeneration infusion of the psychic (heal 217; 15 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 43%; physical; dur 4; cd 13) wild infusion of the duelist (res 43%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 43% for 4 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, arcane, light) Prismatic Rune (6 turns; blight, physical, arcane, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 3 physical, 3 arcane, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 28; cd 15) blink rune of the duelist (range 7; phase 28; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 8; phase 23; cd 18) blink rune of the sneak (range 8; phase 23; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. Press to compare to your current inscriptions |
ethereal rune of the duelist (power 32; resist 37%; move 52%; dur 5; cd 19) ethereal rune of the duelist (power 32; resist 37%; move 52%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 52% faster, and you are invisible (power 32). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 163; cd 21) shatter afflictions rune of the warrior (absorb 163; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 163 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. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 487; dur 4; cd 18) shielding rune of the duelist (absorb 487; dur 4; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 487 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 63; blocks 6; dur 4; cd 13) stormshield rune (threshold 63; blocks 6; dur 4; cd 13)0.1 rune scroll [Normal] 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 63 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Explosive Shell schematic: Explosive 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: Fireproof Coating schematic: Fireproof 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. |
schematic: Kinetic Stabiliser 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 Stimulator 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. |
schematic: Pain Suppressor Salve 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. |
schematic: Power Distributor schematic: Power Distributor0.1 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: Rustproof Coating 2 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. |
schematic: Spring Grapple 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. |
schematic: Steamgun 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. |
schematic: Unstoppable Force Salve 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. |
Eluyawyn the steel amulet Eluyawyn the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +6% Crit.mult +10.00% Res.pen +10% physical ----- def ----- Armour +4 Phys.save +13 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +14 (+4 eff.) Die.at -80.00 life Amulets make your neck look great! |
Isuvea Isuvea0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Str +8 Dex +9 Cun +9 Con dps ---------- Phys.crit +4.0% Mov.spd +10% Res.pen +25% mind Melee Ret 10 mind ----- def ----- Fatigue -9% Resists +2% physical HP.reg +5.00 ---------- misc Stam/turn +4.30 Amulets make your neck look great! |
Noonblack Noonblack0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +18% light Res.pen +10% light +20% acid Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 19% Amulets make your neck look great! |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
gold amulet 'Blindparry' gold amulet 'Blindparry'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Wil dps ---------- Dmg.mod +18% mind +12% fire ----- def ----- Resists +20% light ---------- misc Max.psi +50.00 Amulets make your neck look great! |
Inertial Twine 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 (+4 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. |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring of fire (+24%) marksman's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Acc +6 (+1 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
psionicist's steel ring of fire (+26%) psionicist's steel ring of fire (+26%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Mind.save +4 (+1 eff.) Rings make your fingers look great! |
steel ring 'Mucusstrider' steel ring 'Mucusstrider'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Mag +4 Wil dps ---------- Dmg.mod +13% acid Res.pen +10% nature Melee Ret 6 cold ----- def ----- Resists +26% acid +6% cold +9% nature ---------- misc Infravis +3 Rings make your fingers look great! |
stralite ring of life stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +74.00 HP.reg +5.00 Heal.mod +13% Rings make your fingers look great! |
titan's steel ring of fire (+24%) titan's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +6 (+2 eff.) Rings make your fingers look great! |
treant's voratun ring of power treant's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +10 (+7 eff.) Mind.pwr +13 (+5 eff.) ----- def ----- Resists +10% nature +9% blight Poison- +10% Disease- +17% Rings make your fingers look great! |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 252 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
resilient cashmere cloak of battle (2 def, 0 armour) resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisyvena the Bloomwinnow (0 def, 0 armour) Lisyvena the Bloomwinnow (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +53% nature ----- def ----- Resists +3% physical +39% nature +13% all Crit.chn- 15.00% ---------- misc Light +3 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Splendourwasp the woollen robe (0 def, 0 armour) Splendourwasp the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +4 Cun dps ---------- Dmg.mod +12% arcane Res.pen +10% acid ----- def ----- Resists +12% light +9% all Crit.chn- 10.00% ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient Robe of the Worm of life (0 def, 0 armour) ancient Robe of the Worm of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +8% temporal +9% physical Res.pen +7% temporal +7% physical ----- def ----- Resists +7% blight +7% all Anom.red +9 Max.HP +43.00 HP.reg +2.20 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of darkness (+15%) (0 def, 0 armour) mindwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of nature (+19%) (0 def, 0 armour) mindwoven woollen robe of nature (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +13% nature ----- def ----- Resists +19% nature +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +13% all Max.HP +52.00 HP.reg +2.40 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of power (0 def, 0 armour) stargazer's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +20 (+12 eff.) Dmg.mod +9% darkness +15% light +12% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour) stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +22% lightning +19% physical +13% cold ----- def ----- Resists +10% lightning +8% cold +15% blight +15% all Max.HP +96.00 HP.reg +2.80 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour) verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +11% all Poison- +31% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of fire (+16%) (0 def, 0 armour) verdant woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +8% nature +11% fire ----- def ----- Resists +9% all +16% fire Poison- +25% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomblow (0 def, 3 armour) Gloomblow (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +11% arcane Res.pen +15% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +3 Resists +20% darkness Mind.save +15 (+5 eff.) Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +19 arcane On Crit.r2 +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lelodil the dwarven-steel gauntlets (0 def, 2 armour) Lelodil the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Mind.crit +4% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +15% temporal +6% fire ---------- misc Max.psi +30.00 Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 60% Str, 30% Cun, 30% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% 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. |
Urorion the Jetrot (0 def, 2 armour) Urorion the Jetrot (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +8 Dex dps ---------- Acc +15 (+3 eff.) Apr +3 ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +15.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets (0 def, 3 armour) alchemist's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 7 cold 6 lightning ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +7 ice +12 fire +5 acid +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +13.0% Atk.spd 100% Melee+ +13 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of butchering (0 def, 2 armour) hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+0 eff.) Apr +5 ----- def ----- Armour +2 Resists +8% blight Spell.save +9 (+4 eff.) Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 125% On Hit: * 12% chance to slow global speed by 52% * 11% chance to reduce armor by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of strength (+3) (0 def, 7 armour) heroic voratun gauntlets of strength (+3) (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +7 Fatigue +5% Mind.save +9 (+3 eff.) Max.HP +66.00 Unarmed combat: Power 38.5 - 53.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 7 armour) sand dwarven-steel gauntlets of dexterity (+3) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +12 (+2 eff.) ----- def ----- Armour +7 Fatigue +3% Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +10 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets (0 def, 2 armour) spellstreaming dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +6 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.12 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Elemental Bolt 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of the nighthunter (0 def, 2 armour) steady hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +2 Resists +7% darkness Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +26% ---------- misc Infravis +2 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +3 Crit +8.0% Atk.spd 125% Melee+ +4 darkness On Hit: 10% Perfect Control 3 On Crit: 10% Dominate 3 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour) storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +6% lightning Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of archery (0 def, 3 armour) voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+1 eff.) Apr +10 ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
cleansing hardened leather cap of absorption (0 def, 3 armour) cleansing hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +6% blight ---------- misc Stam/ret +1.00 Equi/ret +0.70 A cap made of leather. |
cleansing hardened leather cap of the depths (0 def, 3 armour) cleansing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +11% cold +7% nature ---------- misc Breathe water A cap made of leather. |
cleansing rough leather hat of might (0 def, 1 armour) cleansing rough leather hat of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Disrupt/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A hat made of leather. Very stylish. |
grounding hardened leather cap of dexterity (+3) (0 def, 3 armour) grounding hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal A cap made of leather. |
werebeast's hardened leather cap of ire (0 def, 3 armour) werebeast's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +4 Dex +4 Cun +7 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 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. |
Emelurerin the drakeskin leather armour (60 def, 18 armour) Emelurerin the drakeskin leather armour (60 def, 18 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +11 Cun +9 Dex ----- def ----- Armour +18 Defense +60 (+14 eff.) Fatigue +8% Resists +15% acid Disarm- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc See.Invis +12 A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 31.19 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Xanymina' (20 def, 8 armour) drakeskin leather armour 'Xanymina' (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +20 (+4 eff.) Acc +25 (+5 eff.) Apr +5 ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% mind +9% physical Phys.save +20 (+7 eff.) A suit of armour made of leather. |
duelist's drakeskin leather armour of clarity (26 def, 14 armour) duelist's drakeskin leather armour of clarity (26 def, 14 armour)9.0 T5 light armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +8 Dex ----- def ----- Armour +14 Defense +26 (+7 eff.) Fatigue +8% Resists +7% mind Mind.save +15 (+5 eff.) A suit of armour made of leather. |
duelist's drakeskin leather armour of the deep (28 def, 21 armour) duelist's drakeskin leather armour of the deep (28 def, 21 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +9 Cun +9 Dex ----- def ----- Armour +21 Defense +28 (+7 eff.) Fatigue +8% Resists +14% acid +15% cold ---------- misc Breathe water A suit of armour made of leather. |
nimble reinforced leather armour of cold resistance (19 def, 7 armour) nimble reinforced leather armour of cold resistance (19 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +19 (+5 eff.) Fatigue +8% Resists +23% cold A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour) rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +8% acid +8% cold HP.reg +3.00 ---------- misc Stam/turn +0.60 Breathe water A suit of armour made of leather. |
agate 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. |
291 alchemist agate 291 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. |
9 onyx 9 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 aquamarine 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. |
7 lapis lazuli 7 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. |
7 opal 7 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 sapphire 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 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. |
Betoriwe the Cracklebutcher (dig speed 15 turns) Betoriwe the Cracklebutcher (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Cun +2 Str dps ---------- Dmg.mod +12% lightning Res.pen +15% physical ----- def ----- Resists +18% lightning ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Phoenixumbra the voratun pickaxe (dig speed 22 turns) Phoenixumbra the voratun pickaxe (dig speed 22 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +12 Str +4 Con dps ---------- Res.pen +25% fire ----- def ----- Defense +30 (+8 eff.) Resists +9% nature Spell.save +15 (+7 eff.) ---------- misc Stam/turn +3.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Day It Came" 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? |
5 emerald 5 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. |
11 jade 11 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. |
spinel 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 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. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Shimmerwyrd the alchemist's lamp Shimmerwyrd the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Mind.save +20 (+6 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 Max.psi +50.00 Light +4 See.Stealth +17 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +49.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 bloodstone 3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal 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. |
9 garnet 9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent pain suppressor salve [power 154] potent pain suppressor salve [power 154]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -154 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 7 Call a trained yeti for help. Uses 1 power out of 7/8 Call a trained yeti to your side. |
dwarven steel armour reinforcement dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple dwarven steel grapple0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip dwarven steel grip0.0 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! |
potent air recycler potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel grip steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
innervating dwarven-steel torque of clear mind [power 2] (22 cooldown) innervating dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of clear mind [power 4] (22 cooldown) piercing voratun torque of clear mind [power 4] (22 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ce'Nidawe [power 375] (22 cooldown) Ce'Nidawe [power 375] (22 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +7 Mag +3 Wil ---------- misc Light +1 Infravis +2 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1100 Base Damage: 415 Armor: 42 All Resist: 43 Puts all charms on 22 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Gloryma' [power 434] (13 cooldown) elven-wood totem of stinging 'Gloryma' [power 434] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +25% blight Apr +3 Melee Ret 8 physical ----- def ----- Armour +6 Defense +15 (+4 eff.) Phys.save +18 (+6 eff.) Sting an enemy dealing 521 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending dragonbone totem of healing [power 488] (13 cooldown) extending dragonbone totem of healing [power 488] (13 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of summon tentacle [power 150] (22 cooldown) piercing ash totem of summon tentacle [power 150] (22 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 162 Armor: 5 All Resist: 5 Puts all charms on 22 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 380] (15 cooldown) supercharged yew totem of healing [power 380] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
evasive dragonbone wand of shielding [power 506] (17 cooldown) evasive dragonbone wand of shielding [power 506] (17 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of shielding [power 518] (17 cooldown) soothing dragonbone wand of shielding [power 518] (17 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 99. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of shielding [power 674] (20 cooldown) supercharged dragonbone wand of shielding [power 674] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 674 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 Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
5 diamond 5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
6 quartz 6 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. |
3 amber 3 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. |
ametrine 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. |
Achievements
By ManosNegras the Orc Brawler level 15
41st Retaking 124th year of Ascendancy at 06:23 see stats
By ManosNegras the Orc Brawler level 14
36th Retaking 124th year of Ascendancy at 08:28 see stats
By ManosNegras the Orc Brawler level 41
10th Destruction 124th year of Ascendancy at 07:30 see stats
By ManosNegras the Orc Brawler level 45
6th Remembrance 125th year of Ascendancy at 02:28 see stats
By ManosNegras the Orc Brawler level 28
7th Dearth 124th year of Ascendancy at 07:17 see stats
By ManosNegras the Orc Brawler level 10
21st Retaking 124th year of Ascendancy at 12:09 see stats
By ManosNegras the Orc Brawler level 20
29th Revenge 124th year of Ascendancy at 01:57 see stats
By ManosNegras the Orc Brawler level 30
8th Dearth 124th year of Ascendancy at 11:27 see stats
By ManosNegras the Orc Brawler level 40
5th Destruction 124th year of Ascendancy at 21:41 see stats
By ManosNegras the Orc Brawler level 50
14th Retaking 125th year of Ascendancy at 14:36 see stats
By ManosNegras the Orc Brawler level 50
2nd Revenge 125th year of Ascendancy at 23:47 see stats
By ManosNegras the Orc Brawler level 50
36th Retaking 125th year of Ascendancy at 23:46 see stats
By ManosNegras the Orc Brawler level 36
34th Loss 124th year of Ascendancy at 16:43 see stats
By ManosNegras the Orc Brawler level 18
27th Revenge 124th year of Ascendancy at 19:03 see stats
By ManosNegras the Orc Brawler level 46
21st Remembrance 125th year of Ascendancy at 16:20 see stats
By ManosNegras the Orc Brawler level 45
9th Remembrance 125th year of Ascendancy at 18:36 see stats
By ManosNegras the Orc Brawler level 28
7th Dearth 124th year of Ascendancy at 07:42 see stats
By ManosNegras the Orc Brawler level 41
11st Destruction 124th year of Ascendancy at 05:00 see stats
By ManosNegras the Orc Brawler level 21
33rd Revenge 124th year of Ascendancy at 07:46 see stats
Log
Bought: soothing dragonbone wand of shielding [power 518] (17 cooldown) for 732.25 gold.
Bought: evasive dragonbone wand of shielding [power 506] (17 cooldown) for 732.25 gold.
ManosNegras uses Track.
Talent Track is ready to use.
There is a stair descending into Eyal's depths here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 16.00 gold from the melting of Void Shard.
You collect a new ingredient: lump of voratun (1).
You gain 2.82 gold from the melting of warded voratun shield of reflection (0 def, 10 armour, 183.5 block).
You collect a new ingredient: lump of voratun (1).
You gain 11.26 gold from the melting of crackling voratun shield of the stars (0 def, 10 armour, 191.5 block).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.47 gold from the melting of enlightening dwarven-steel mail armour of stability (3 def, 8 armour).
You gain 10.72 gold from the melting of focusing elven-silk robe of life (0 def, 0 armour).
You gain 17.50 gold from the melting of Crimson Robe (12 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 15.00 gold from the melting of The Twisted Blade (50-75 power, 24 apr).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 6.11 gold from the melting of harmonious living mindstar of resolve (17-19 power, 40 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.50 gold from the melting of Kinetic Focus (6-7 power, 18 apr, physical damage).
You collect a new ingredient: lump of voratun (1).
You gain 7.10 gold from the melting of flaming voratun mace of ruin (44-62 power, 6 apr).
You gain 0.62 gold from the melting of teleportation rune (range 85; cd 18).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.