Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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 v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Annihilator |
Level / Exp | 39 / 5% |
Size | big |
Lifes / Deaths | Killed by Mayyssra the bandit at level 39 on the 71st Pyre 123rd year of Ascendancy at 23:21 / 1 |
Primary Stats
Strength | 36 (base 11) |
Dexterity | 64 (base 60) |
Constitution | 45 (base 10) |
Magic | 45 (base 38) |
Willpower | 11 (base 10) |
Cunning | 76 (base 60) |
Resources
Life | -361/1007 |
Steam | 100/100 |
Healing Factor | 1.4111689881047 |
Regeneration | 13.053313139968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 15 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 77 |
Accuracy | 65 |
Crit Chance | 63% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Fire | +12% |
Darkness | +9% |
Arcane | +33% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +12% |
Light | +22% |
Darkness | +22% |
Physical | +22% |
Lightning | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 127.75500131896 (99.674596146222%) |
Defense | 67 |
Ranged Defense | 70 |
Fatigue | 45 |
Physical Save | 61 |
Spell Save | 40 |
Mental Save | 53 |
Defense: Resistances
Acid | + 37%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 33%( 70%) |
All | + 27%( 70%) |
Lightning | + 65%( 70%) |
Physical | + 46%( 70%) |
Mind | + 32%( 70%) |
Fire | + 58%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 50% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 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 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.58 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | 7% chance to fully absorb any damaging actions. Smogscreen |
beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 7% talent failure, 75% reduced healing, and take 170.26 additional acid damage from melee and ranged attacks. Miasma Engine |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Xydalramina the elder vampire. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by fire wyrm. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | eldritch pair of dwarven-steel boots of speed (0 def, 4 armour) eldritch pair of dwarven-steel boots of speed (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Mana/turn +0.23 Max.mana +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of stralite shots of corruption (22/22, 161% power, 5 apr) barbed pouch of stralite shots of corruption (22/22, 161% power, 5 apr) 3.0 T4 shot ammo [Ego++] Arcane/Master Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +17.5% Capacity 22 On Hit: 20% Curse of Death 4 On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Voltaic Shell Shots are used with slings to pummel your foes to death. |
Light source | Aeredath the brass lantern Aeredath the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Res.pen +7% all Acc +30 (+7 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Defense +10 (+2 eff.) Crit.chn- 15.00% ---------- misc Light +4 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 | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A Helmet. But with steam power! |
On hands | stone warden's drakeskin leather gloves of magic (+9) (0 def, 18 armour) stone warden's drakeskin leather gloves of magic (+9) (0 def, 18 armour) 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +9 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +18 Hardiness +6% Resists +7% physical Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Voryrin the ash totem of healing [power 182] (15 cooldown) Voryrin the ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +6% mind Spell.save +18 (+6 eff.) HP.reg +4.00 Heal.mod +5% Silence- +20% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Con dps ---------- Res.pen +5% acid Melee Ret 2 acid ----- def ----- Armour +12 Resists +6% acid +9% nature Phys.save +6 (+1 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +40.00 HP.reg +5.00 Heal.mod +11% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | Stormmonster Stormmonster0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% lightning +15% physical Melee Ret 10 physical ----- def ----- Armour +8 Resists +5% physical ---------- misc Max.stam +20.00 Masteries +0.28 Technique/Combat training Amulets make your neck look great! |
In main hand | voratun steamgun 'Ravensmash' voratun steamgun 'Ravensmash' 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +14 lightning On Crit: * project a beam of lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +19.0% Dmg.mod +14% lightning +9% darkness Res.pen +15% darkness +15% light Acc +18 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Torevor the hardened leather belt Torevor the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +3 Dex +5 Con dps ---------- Phys.crit +5.0% Phys.pwr +9 (+3 eff.) Acc +15 (+3 eff.) ----- def ----- Armour +14 Defense +16 (+4 eff.) Resists +5% arcane Phys.save +8 (+2 eff.) Proj.slow +15% Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block) Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Cun Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | Blazehash (28 def, 10 armour) Blazehash (28 def, 10 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning +12% fire Melee Ret 4 lightning ----- def ----- Armour +10 Defense +28 (+7 eff.) Resists +45% lightning Phys.save +54 (+13 eff.) Spell.save +25 (+9 eff.) Mind.save +39 (+11 eff.) Die.at -50.00 life 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 | Islenn (10 def, 25 armour) Islenn (10 def, 25 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind +27% arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +25 Defense +10 (+2 eff.) Fatigue +12% Resists +7% acid +14% physical +7% lightning +7% fire +5% arcane +7% cold Crit.chn- 28.00% Phys.save +14 (+3 eff.) Mind.save +15 (+5 eff.) A suit of armour made of mail. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
medical injector implant (efficiency 131% / cooldown 55%) medical injector implant (efficiency 131% / 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 131% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 132% / cooldown 53%) medical injector implant (efficiency 132% / cooldown 53%)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 132% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 8) steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 10) steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 7) steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 13) steam generator implant of the titan (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
blink rune (range 4; phase 13; cd 10) blink rune (range 4; phase 13; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 46; dur 4; cd 23) acid wave rune (damage 46; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 46.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 109; dur 4; cd 15) biting gale rune (damage 109; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 109.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Air Recycler 3 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. |
3 schematic: Antimagic Shell 3 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 Reinforcement 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. |
2 schematic: Back Support 2 schematic: Back Support0.1 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: Black Light Emitter schematic: Black Light Emitter0.1 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 Shell 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: Crystal Edge schematic: Crystal 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. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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 Field 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: 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. |
2 schematic: Fiery Salve 2 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. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 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 Lens 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 Salve 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. |
2 schematic: Hand Cannon 2 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: Headlamp 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 Salve 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. |
2 schematic: Iron Grip 2 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 Stabiliser 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: Lightning Coil schematic: Lightning Coil0.1 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: Magnetic Shell 2 schematic: Magnetic 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: 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. |
2 schematic: Moss Tread 2 schematic: Moss Tread0.1 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. |
3 schematic: Poison Groove 3 schematic: Poison 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. |
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: Razor Edge 2 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. |
schematic: Second Skin 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. |
3 schematic: Solid Shell 3 schematic: Solid 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: Spike Attachment schematic: Spike Attachment0.1 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. |
2 schematic: Steamsaw 2 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. |
2 schematic: Thunder Grenade 2 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. |
schematic: Thunderclap Coating schematic: Thunderclap 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: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 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: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 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: Voltaic Shell schematic: Voltaic 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. |
2 schematic: Waterproof Coating 2 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. |
schematic: Winterchill Edge schematic: Winterchill 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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Belarinor the gold amulet Belarinor the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Str dps ---------- Phys.crit +6.0% ----- def ----- Resists +9% mind +18% temporal Max.HP +40.00 HP.reg +4.00 Disarm- +20% Pinning- +34% Knockbk- +25% Amulets make your neck look great! |
Glacierfame the copper ring =5str= Glacierfame the copper ring =5str=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +12% darkness Res.pen +5% cold Melee Ret 4 arcane ----- def ----- Resists +24% darkness ---------- misc Infravis +3 Rings make your fingers look great! |
Vargh Redemption =6con= Vargh Redemption =6con=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.78 cold and 7.78 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Hathyregogrim' =5con= steel ring 'Hathyregogrim' =5con=0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +3 Cun +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% mind Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +14 (+3 eff.) Resists +3% mind +5% arcane Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 75% 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! |
magelord's dragonbone magestaff of fate (136% power, 6 apr, arcane element) magelord's dragonbone magestaff of fate (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +11% Spell.pwr +20 (+6 eff.) Melee+ 25 arcane Dmg.mod +30% arcane ----- def ----- Phys.save +8 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +14 (+4 eff.) ---------- misc Max.mana +91.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff (136% power, 6 apr, darkness element) magelord's dragonbone vilestaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +5% Spell.pwr +22 (+7 eff.) Melee+ 32 arcane Dmg.mod +30% darkness ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chargeburst (138% power, 2 apr) Chargeburst (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 physical On Crit.r2 +12 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Mag dps ---------- Phys.crit +16.0% Crit.mult +20.00% Phys.pwr +30 (+8 eff.) ----- def ----- Resists +6% lightning Die.at -60.00 life Massive two-handed battleaxes. |
Erubers (195% power, 3 apr) Erubers (195% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 195% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex +4 Mag dps ---------- Phys.crit +13.0% On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Resists +6% fire ---------- misc Infravis +3 See.Invis +9 Massive two-handed mauls. |
truestriking voratun longsword of torment (153% power, 6 apr) truestriking voratun longsword of torment (153% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% physical Acc +15 (+3 eff.) Apr +10 Sharp, long, and deadly. |
voratun longsword of projection (153% power, 6 apr) voratun longsword of projection (153% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Psionic Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
voratun longsword of torment (153% power, 6 apr) voratun longsword of torment (153% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Psionic Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
balanced dwarven-steel mace of erosion (133% power, 4 apr) balanced dwarven-steel mace of erosion (133% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +31% Blunt and deadly. |
balanced stralite mace of massacre (159% power, 5 apr) balanced stralite mace of massacre (159% power, 5 apr)3.0 T4 mace 1H weapon [Ego] Master Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +24% Blunt and deadly. |
acidic stralite dagger of massacre (147% power, 9 apr) acidic stralite dagger of massacre (147% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Sharp, short and deadly. |
warbringer's stralite dagger of shearing (132% power, 9 apr) warbringer's stralite dagger of shearing (132% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +13% physical +7% all Acc +17 (+4 eff.) Apr +9 ----- def ----- Disarm- +18% Sharp, short and deadly. |
Ce'Ninn (147% power, 9 apr) Ce'Ninn (147% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 temporal +29 cold On Hit.r1 +16 temporal +11 fire While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% physical Acc +12 (+3 eff.) Apr +11 ----- def ----- Resists +9% temporal Sharp, short and deadly. |
enhanced voratun dagger of ruin (147% power, 9 apr) enhanced voratun dagger of ruin (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Str +7 Dex +9 Mag +8 Wil +4 Cun +8 Con dps ---------- Phys.crit +11.0% Crit.mult +13.00% Apr +9 Sharp, short and deadly. |
enhanced voratun dagger of shearing (146% power, 9 apr) enhanced voratun dagger of shearing (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Str +11 Dex +10 Mag +10 Wil +7 Cun +10 Con dps ---------- Res.pen +12% all Acc +11 (+2 eff.) Apr +9 Sharp, short and deadly. |
nature's pulsing mindstar of life (108% power, 32 apr, nature damage) nature's pulsing mindstar of life (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Max.HP +30.00 HP.reg +1.20 Disease- +17% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of sand (115% power, 40 apr, nature damage) hungering living mindstar of sand (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 11 physical Dmg.mod +18% physical Res.pen +13% physical ----- def ----- Resists +17% physical ---------- misc Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 125.08 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
acidic voratun steamsaw of amnesia (65% power, 0 apr) acidic voratun steamsaw of amnesia (65% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Nature/Psionic/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam When used to Attack: On Hit: * 19% chance to reduce armor by 37% While equipped: dps ---------- Melee+ 7 acid Melee Ret 11 acid ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling voratun steamsaw of the stars (65% power, 0 apr) windwalling voratun steamsaw of the stars (65% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Arcane/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Uses 1.0 Steam When used to Attack: Melee+ +18 physical +16 light +12 darkness While equipped: Stats +7 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +18% light +15% darkness ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +14% physical +20% light +12% darkness Shield.near.proj +48 Proj.slow +26% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Toxinquick the yew longbow Toxinquick the yew longbow4.0 T3 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +12 nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% nature +6% fire Acc +17 (+4 eff.) ----- def ----- Resists +15% mind +12% nature Longbows are used to shoot arrows at your foes. |
Dagovon the Shadesear Dagovon the Shadesear4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 darkness +11 fire On Hit.r1 +16 darkness Uses 2.0 Steam While equipped: Stats +5 Dex +5 Mag +5 Con dps ---------- Dmg.mod +15% darkness +17% fire ----- def ----- Resists +15% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mayita the Cracklemalice Mayita the Cracklemalice4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 lightning +14 fire On Hit.r1 +8 lightning +20 acid On Hit: * 20% chance to reduce all saves and defense by 32 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% lightning +11% fire Res.pen +10% lightning ----- def ----- Resists +18% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of yew arrows of crippling (17/17, 154% power, 10 apr) barbed quiver of yew arrows of crippling (17/17, 154% power, 10 apr)3.0 T3 arrow ammo [Ego++] Master Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +26.0% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Balyrim the stralite shield (0 def, 8 armour, 159% power, 140 block) Balyrim the stralite shield (0 def, 8 armour, 159% power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 While equipped: Stats +4 Str +8 Dex +1 Cun dps ---------- Mind.pwr +10 (+3 eff.) Melee+ 16 cold Dmg.mod +6% blight Acc +14 (+3 eff.) On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) Melee Ret 13 ice ----- def ----- Armour +8 Fatigue +8% Resists +12% blight ---------- misc Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
impervious stralite shield of fire resistance (+20%) (0 def, 17 armour, 153% power, 185.5 block) impervious stralite shield of fire resistance (+20%) (0 def, 17 armour, 153% power, 185.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 154% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +186 While equipped: Stats +5 Con ----- def ----- Armour +17 Fatigue +8% Resists +20% fire Phys.save +9 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
warded voratun shield of cold resistance (+22%) (0 def, 10 armour, 183% power, 203 block) warded voratun shield of cold resistance (+22%) (0 def, 10 armour, 183% power, 203 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 183% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +22% cold ---------- misc Wards +4 lightning +5 temporal +6 darkness +7 fire +5 nature +5 blight +5 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
Robe of the Worm of power (0 def, 0 armour) Robe of the Worm of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Yvewen the Thundermortal (25 def, 0 armour) Yvewen the Thundermortal (25 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +21% lightning ----- def ----- Defense +25 (+6 eff.) Resists +37% lightning +12% fire +15% acid +11% all Phys.save +18 (+4 eff.) Blind- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of alchemy (0 def, 0 armour) mindwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% acid +13% physical +6% fire +13% cold ----- def ----- Resists +17% acid +16% physical +15% fire +14% cold +15% all Mind.save +18 (+6 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of the mountain (+24%) (0 def, 0 armour) stargazer's elven-silk robe of the mountain (+24%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +6 Cun dps ---------- Spell.crit +9% Spell.pwr +10 (+4 eff.) Dmg.mod +24% physical +26% light +18% darkness ----- def ----- Resists +15% all +24% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble cured leather armour of the hero (12 def, 4 armour) nimble cured leather armour of the hero (12 def, 4 armour)9.0 T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +5 Mag +5 Wil +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +12 (+3 eff.) Fatigue +7% Max.HP +44.00 A suit of armour made of leather. |
Satyrbile the hardened leather armour (9 def, 6 armour) Satyrbile the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +30% fire +9% nature Res.pen +25% acid ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +15% acid +21% temporal +15% nature A suit of armour made of leather. |
volcanic hardened leather armour of alacrity (9 def, 13 armour) volcanic hardened leather armour of alacrity (9 def, 13 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+2 eff.) Fatigue +8% Resists +10% fire +11% physical A suit of armour made of leather. |
reinforced leather armour 'Kindlequill' (12 def, 7 armour) reinforced leather armour 'Kindlequill' (12 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Disrupt While equipped: Stats +9 Wil dps ---------- Mind.crit +3% Dmg.mod +9% light ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +37% blight +13% darkness +18% nature D.Red.from +12% Unnatural Mind.save +3 (+1 eff.) Max.HP +32.00 HP.reg +6.00 Heal.mod +16% ---------- misc Max.hate +6.00 Light +2 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of command (28 def, 14 armour) rejuvenating drakeskin leather armour of command (28 def, 14 armour)9.0 T5 light armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +14 Defense +28 (+7 eff.) Fatigue +8% Mind.save +18 (+6 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
hardened steel mail armour (2 def, 12 armour) hardened steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +7% acid +7% physical +6% cold +7% lightning +7% fire A suit of armour made of mail. |
fearforged dwarven-steel mail armour of fire resistance (3 def, 8 armour) fearforged dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Con ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +20% Resists +29% fire -13% light +8% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
fortifying stralite mail armour of the deep (4 def, 12 armour) fortifying stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +10% cold Max.HP +34.00 ---------- misc Breathe water A suit of armour made of mail. |
prismatic stralite mail armour of stability (4 def, 8 armour) prismatic stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +5% physical +14% light +15% darkness Phys.save +13 (+3 eff.) A suit of armour made of mail. |
stralite mail armour of command (13 def, 12 armour) stralite mail armour of command (13 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +13 (+3 eff.) Fatigue +12% Mind.save +16 (+5 eff.) A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [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 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 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 36.77 fire damage in a radius of 3 each turn for 7 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. |
rejuvenating voratun mail armour of stability (5 def, 10 armour) rejuvenating voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +20 (+5 eff.) HP.reg +6.70 ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
blurring hardened leather belt of carrying blurring hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +12 (+3 eff.) Fatigue -6% Stealth +8 ---------- misc Max.enc +29 A belt that goes around your waist. |
Emulaith Emulaith1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Armour +15 Resists +9% lightning Phys.save +26 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +6.00 Create a temporary shield that absorbs 257 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Blazeenvy the cashmere cloak (2 def, 0 armour) Blazeenvy the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +6% acid +4% physical +6% fire Phys.save +7 (+2 eff.) Mind.save +16 (+5 eff.) Die.at -50.00 life Confus- +20% ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Iron Throne (8 def, 0 armour) enveloping cashmere cloak of Iron Throne (8 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +8 (+2 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aroretta the Cloudwing (0 def, 3 armour) =5con= Aroretta the Cloudwing (0 def, 3 armour) =5con=2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Dmg.mod +6% lightning +12% mind Res.pen +15% lightning +10% mind ----- def ----- Armour +3 Fatigue -6% Resists +9% lightning Phys.save +9 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
grounding pair of hardened leather boots of evasion (7 def, 3 armour) grounding pair of hardened leather boots of evasion (7 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +7 (+1 eff.) Resists +8% lightning +8% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 31% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour) traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of voratun boots of invasion (0 def, 5 armour) invigorating pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +10% Res.pen +8% physical ----- def ----- Armour +5 Fatigue -2% Max.HP +47.00 ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's drakeskin leather gloves of the juggernaut (0 def, 12 armour) =13con= stone warden's drakeskin leather gloves of the juggernaut (0 def, 12 armour) =13con=1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +13 Con ----- def ----- Armour +12 Hardiness +10% Resists +9% physical Phys.save +24 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harykan the dwarven-steel gauntlets (5 def, 6 armour) =6str7con= Harykan the dwarven-steel gauntlets (5 def, 6 armour) =6str7con=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +4 Dex +3 Wil +7 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue +3% Disarm- +28% ---------- misc Stam/turn +2.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
dragonslayer's hardened leather hat of the bounder (0 def, 3 armour) dragonslayer's hardened leather hat of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +8% fire +7% lightning +8% cold Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 145.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 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. |
warlord's hardened leather hat of might (0 def, 3 armour) =7str= warlord's hardened leather hat of might (0 def, 3 armour) =7str=2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +4 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% physical Phys.save +9 (+2 eff.) A hat made of leather. Very stylish. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.49 mind and 17.98 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 4.24 mind and 4.36 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 6.83 mind and 7.03 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
leafwalker's hardened leather cap of knowledge (0 def, 3 armour) leafwalker's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+2 eff.) Max.HP +58.00 Heal.mod +13% A cap made of leather. |
Zafast the dwarven-steel helm (0 def, 4 armour) =8con= Zafast the dwarven-steel helm (0 def, 4 armour) =8con=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Str +5 Wil +8 Con dps ---------- Spell.pwr +25 (+7 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Phys.save +8 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +16 (+5 eff.) ---------- misc Mana/s.crit +2.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's dwarven-steel helm of trickery (5 def, 9 armour) defender's dwarven-steel helm of trickery (5 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +4% Resists +4% all Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 opal 2 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. |
topaz 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. |
2 amethyst 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. |
4 onyx 4 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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. |
8 garnet 8 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. |
9 quartz 9 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. |
2 ruby 2 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. |
amber 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. |
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. |
Burning Star 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. |
509 alchemist agate 509 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
potent second skin potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 366] powerful healing salve [power 366]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Heal 366 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 436] great healing salve [power 436]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Heal 436 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Murkwreck the dwarven-steel pickaxe (dig speed 30 turns) =5str= Murkwreck the dwarven-steel pickaxe (dig speed 30 turns) =5str=3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +6 Fatigue -6% Resists +3% blight +5% arcane +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brutal dwarven-steel pickaxe (dig speed 16 turns) brutal dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Aerinn' (dig speed 15 turns) dwarven-steel pickaxe 'Aerinn' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +9% acid +9% temporal +6% light Max.HP +25.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Blastbile [power 10] (15 cooldown) Blastbile [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +9% acid +9% blight +12% lightning Phys.save +9 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +80.00 Reveal the area around you, dispelling darkness (radius 10, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Behraari the Ghoul Annihilator level 29
39th Regrowth 123rd year of Ascendancy at 10:12 see stats
By Behraari the Ghoul Annihilator level 37
66th Pyre 123rd year of Ascendancy at 20:39 see stats
By Behraari the Ghoul Annihilator level 36
40th Pyre 123rd year of Ascendancy at 10:40 see stats
By Behraari the Ghoul Annihilator level 22
1st Regrowth 123rd year of Ascendancy at 19:48 see stats
By Behraari the Ghoul Annihilator level 33
32nd Pyre 123rd year of Ascendancy at 14:53 see stats
By Behraari the Ghoul Annihilator level 22
10th Regrowth 123rd year of Ascendancy at 16:47 see stats
By Behraari the Ghoul Annihilator level 37
59th Pyre 123rd year of Ascendancy at 19:11 see stats
By Behraari the Ghoul Annihilator level 32
65th Regrowth 123rd year of Ascendancy at 22:19 see stats
By Behraari the Ghoul Annihilator level 26
17th Regrowth 123rd year of Ascendancy at 00:21 see stats
By Behraari the Ghoul Annihilator level 10
79th Dusk 122nd year of Ascendancy at 06:52 see stats
By Behraari the Ghoul Annihilator level 20
30th Haze 122nd year of Ascendancy at 07:57 see stats
By Behraari the Ghoul Annihilator level 30
47th Regrowth 123rd year of Ascendancy at 03:11 see stats
By Behraari the Ghoul Annihilator level 22
66th Haze 122nd year of Ascendancy at 12:15 see stats
By Behraari the Ghoul Annihilator level 34
35th Pyre 123rd year of Ascendancy at 05:12 see stats
By Behraari the Ghoul Annihilator level 33
33rd Pyre 123rd year of Ascendancy at 16:34 see stats
By Behraari the Ghoul Annihilator level 10
79th Dusk 122nd year of Ascendancy at 07:01 see stats
By Behraari the Ghoul Annihilator level 30
54th Regrowth 123rd year of Ascendancy at 02:15 see stats
By Behraari the Ghoul Annihilator level 20
32nd Haze 122nd year of Ascendancy at 11:13 see stats
By Behraari the Ghoul Annihilator level 25
15th Regrowth 123rd year of Ascendancy at 16:46 see stats
By Behraari the Ghoul Annihilator level 15
12nd Haze 122nd year of Ascendancy at 00:57 see stats
By Behraari the Ghoul Annihilator level 36
39th Pyre 123rd year of Ascendancy at 21:58 see stats
Log
Burning from Mecharachnid (servant of Behraari) hits Orc soldier for 23 light, 23 darkness, 5 fire (51 total damage).
Deep Wound from Behraari hits Mayyssra the bandit for 17 light, 19 darkness, 3 physical (39 total damage).
Mayyssra the bandit activates Hymn of Perseverance.
Mayyssra the bandit deactivates Hymn of Shadows.
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Behraari is confused and fails to use Magnetic Field.
Mayyssra the bandit uses Infusion: Regeneration.
Mayyssra the bandit starts regenerating health quickly.
Behraari seems more focused.
Shrouded in Darklight from Mayyssra the bandit hits Mecharachnid (servant of Behraari) for 146 light, 112 darkness (258 total damage).
Shrouded in Darklight from Mayyssra the bandit hits Behraari for (66 exoskeleton), 66 light, (28 exoskeleton), 73 darkness (139 total damage).
Orc soldier misses Behraari.
Emelowe the fiery orc wyrmic's fire area effect hits Behraari for (24 exoskeleton), 29 darkness (29 total damage).
Emelowe the fiery orc wyrmic's decaying ground area effect hits Behraari for (0 exoskeleton), 48 darkness (48 total damage).
Emelowe the fiery orc wyrmic's decaying ground area effect hits Mecharachnid (servant of Behraari) for 60 darkness damage.
Emelowe the fiery orc wyrmic's decaying ground area effect hits Orc soldier for 60 darkness damage.
Mayyssra the bandit's light area effect hits Behraari for 0 light damage.
Mecharachnid (servant of Behraari) speeds up.
Something hits Behraari for (0 exoskeleton), 246 darkness (246 total damage).
Something hits Mecharachnid (servant of Behraari) for 244 darkness damage.
Something killed Mecharachnid (servant of Behraari)!
Mayyssra the bandit's deep wound closes.
Talent Grenade Launcher is ready to use.
Talent Heavy Weapon Expertise is ready to use.
Shrouded in Darklight from Mayyssra the bandit hits Behraari for (0 exoskeleton), 131 light, (0 exoskeleton), 101 darkness (232 total damage).
Emelowe the fiery orc wyrmic's decaying ground area effect hits Behraari for (24 exoskeleton), 24 darkness (24 total damage).
Mayyssra the bandit's light area effect hits Behraari for (0 exoskeleton), 270 light (270 total damage).
Behraari the level 39 ghoul annihilator was tanned to death by Mayyssra the bandit on level 3 of Lost Dwarven Kingdom of Reknor.