















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 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. 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Annihilator |
Level / Exp | 29 / 31% |
Size | medium |
Lifes / Deaths | Killed by Gabeth the brecklorn at level 19 on the 78th Dusk 122nd year of Ascendancy at 08:47 0 / 7Killed by Glimira the dremling at level 20 on the 79th Dusk 122nd year of Ascendancy at 12:18 Killed by Glorilewyn the temporal stalker at level 22 on the 1st Haze 122nd year of Ascendancy at 09:35 Killed by Glorilewyn the temporal stalker at level 22 on the 1st Haze 122nd year of Ascendancy at 11:08 Killed by elven cultist at level 25 on the 30th Regrowth 123rd year of Ascendancy at 01:28 Killed by Salurathra the elven tempest at level 25 on the 30th Regrowth 123rd year of Ascendancy at 03:57 Killed by Emirann the skeleton warrior at level 29 on the 57th Regrowth 123rd year of Ascendancy at 05:04 |
Primary Stats
Strength | 46 (base 14) |
Dexterity | 61 (base 50) |
Constitution | 32 (base 10) |
Magic | 16 (base 12) |
Willpower | 18 (base 10) |
Cunning | 65.4 (base 60) |
Resources
Life | -26/933 |
Mana | 77/308 |
Steam | 100/100 |
Healing Factor | 1.5024420161895 |
Regeneration | 4.8829365526158 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +80% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 12 |
See Stealth | 23 |
See Invisible | 26 |
Offense: Mainhand
Damage | 72 |
Accuracy | 49 |
Crit Chance | 24% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24.5 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +8% |
Nature | +8% |
Blight | +9% |
Physical | +8% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.883307766991 (100%) |
Defense | 55 |
Ranged Defense | 60 |
Fatigue | 10 |
Physical Save | 43 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 45%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Darkness | + 20%( 70%) |
Light | + 13%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 70%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
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 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 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. |
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 73%. Its effects scale with your Dexterity stat. |
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 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. | active |
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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +10 Defense +14 (+5 eff.) Resistance +12% lightning +20% fire +6% temporal +10% cold Physical save +7 (+2 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% other ------- Infravision +2 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 162% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +12 blight On Hit: 20% Epidemic level 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 14 While equipped: other ------- Talents +3 Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower +12 (+2 eff.) Damage +8% light defense ------ Resistance +8% blight +7% darkness other ------- Light +8 Infravision +4 See Stealth +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 34 life. Creatures standing in the retch also have 18% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Dex +5 Con offense ------ Physical Power +4 (+1 eff.) When Hit 2 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +4 Fatigue +3% Resistance +6% blight +11% nature +9% light Spell save +7 (+3 eff.) Life +54.00 Healmod +13% other ------- Light +2 Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.0 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 cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Con offense ------ When Hit: * 19 arcane resource burn defense ------ Armor +3 Fatigue +3% Physical save +18 (+6 eff.) Spell save +16 (+8 eff.) Mind save +5 (+3 eff.) Disarm Resist +110% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +13 physical On Hit: 10% Juggernaut level 1 On Hit: * 23 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +9 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 40.35 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +16 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +13 acid +7 fire On Hit: * chills your foe dealing 30 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) Damage +11% acid +11% fire +9% blight Ignore resists +5% temporal defense ------ Resistance +9% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +5 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Talents +4 Thunder Grenade This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 170% Range: 1.0x-1.2x Uses 100% Cun Damage Fire Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ 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. When Hit 17 fire defense ------ Armor +10 Defense +17 (+6 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- 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 | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +30% lightning +10% fire +10% darkness +10% cold Stun Resist +50% other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +6 Str +4 Dex +5 Con defense ------ Armor +23 Hardiness +20% Defense +11 (+4 eff.) Fatigue +19% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 35.34 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. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 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 |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 982% for 10 turns (0 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 65 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 Constitution 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 451 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. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +25% acid When Hit 10 lightning 4 acid defense ------ Resistance +10% mind Confus Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +4.0% Damage +9% darkness defense ------ Unlife -60.00 life other ------- Psi when Hit +0.24 Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.12 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 268 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Lck +3 Mag offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +15% nature Resist unseen 12% Healmod +14% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +15% nature +14% blight Poison Resist +25% Disease Resist +20% other ------- Masteries +0.14 Steamtech/Mecharachnid Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.20 Max mana +31.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.16 Max mana +29.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: Stats +9 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +17% nature +16% blight Spell save +6 (+3 eff.) Poison Resist +38% Disease Resist +31% other ------- EQ when Hit +0.16 Max hate +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +6% fire +6% nature When Hit 8 fire On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +24% acid +12% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +1% Physical Power +7 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) Damage +3% acid +9% fire +12% mind +5% all other ------- Hate-on-crit +2.00 Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun offense ------ Spellpower +6 (+1 eff.) On-Hit 8 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 32 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +8.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 10.23 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Armor +2 Resistance +2% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 119% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +5 Cun +2 Con offense ------ Spellpower +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +9 Wil +9 Cun +3 Con offense ------ Mindpower +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +6 Cun offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Damage +13% blight Accuracy +8 (+2 eff.) defense ------ Resistance +13% blight Life Regen +2.00 Stun Resist +28% other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+2 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Spellpower/crit +3 Damage +15% acid defense ------ Armor +5 Defense +5 (+2 eff.) other ------- Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +14 (+2 eff.) Damage +20% light other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 133% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +16 blight +8 light +12 cold On-Hit, radius 1 +12 light On Hit: 20% Epidemic level 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 14 While equipped: offense ------ Damage +9% temporal defense ------ Resistance +12% light +9% temporal Disease Resist +22% other ------- Light +2 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +10 (+3 eff.) Accuracy +10 (+3 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +34% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +8% all Accuracy +9 (+3 eff.) Ignore Armor +8 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Str, 65% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +8 mind While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +18% mind +12% darkness defense ------ Mind save +5 (+3 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.12 Hate-on-crit +5.00 Max psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Str +3 Cun offense ------ Physical Power +9 (+3 eff.) Ignore resists +6% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +14 lightning While equipped: offense ------ Physical Crit +7.0% Damage +15% lightning +9% temporal +6% arcane Ignore resists +10% arcane +10% physical Accuracy +8 (+2 eff.) defense ------ Resistance +5% arcane +6% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +6% all Accuracy +23 (+7 eff.) Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 fire +4 light +12 cold Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +8% fire Ignore resists +5% light +6% all Accuracy +10 (+3 eff.) Ignore Armor +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +5 (+1 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +7.0% Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 143% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 19 Ignore Shields +10% On-ranged-hit +16 blight +12 fire On-Hit, radius 1 +8 blight +4 fire On-crit, radius 2 +20 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +1.5% Capacity 36 Projectile Speed +200% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: other ------- Reload +6 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 150% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 15 Auto Reload 4 On-ranged-hit +8 blight +8 nature On-Hit, radius 1 +20 nature On-crit, radius 2 +4 nature On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 14 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego++] Master/Psionic Weapon Damage 152% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 19 On-ranged-hit +7 temporal +12 mind On-Hit, radius 1 +12 mind +10 fire On-crit, radius 2 +4 mind On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Master/Psionic Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 161% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 18 On-ranged-hit +6 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 129% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +79 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 138% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +7% acid +7% fire +5% lightning +10% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 142% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 While equipped: Stats +3 Str +4 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +7 (+1 eff.) Damage +9% light +10% darkness +21% mind defense ------ Resistance +21% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +37.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +29.00 Life Regen +3.00 Healmod +15% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +6% Physical save +8 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life Regen +3.10 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +6 Str +6 Dex +2 Mag +2 Cun +1 Con offense ------ Damage +6% mind Ignore resists +25% light When Hit 0 physical defense ------ Armor +11 Fatigue +22% Resistance +13% darkness +7% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Wil +2 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +11 Fatigue +22% Resistance +21% fire Life +99.00 Life Regen +6.00 Healmod +13% other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% temporal Ignore resists +20% lightning +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% temporal Life +37.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +3 Cun offense ------ Spellpower/crit +10 defense ------ Armor +6 other ------- Light +2 Infravision +2 Create a temporary shield that absorbs 188 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Wil offense ------ Ignore resists +20% darkness Against +23% Summoned When Hit 2 lightning defense ------ Resistance +20% blight +6% nature Resist Against +26% Summoned Spell save +12 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind +20% cold When Hit 4 mind 8 light defense ------ Resistance +7% acid +8% fire +7% cold +12% mind +7% lightning A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Resistance +11% blight other ------- Mana/turn +0.18 Max mana +28.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str offense ------ Damage +6% blight defense ------ Armor +7 Defense +11 (+4 eff.) Resistance +9% blight +17% cold +13% darkness +13% temporal Physical save +7 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +19% other ------- See Invisibility +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Physical Power +2 (+1 eff.) Damage +6% temporal defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue -2% Physical save +17 (+5 eff.) Mind save +8 (+4 eff.) Unlife -50.00 life Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+0 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +1 Cun +2 Con defense ------ Armor +1 Physical save +11 (+3 eff.) Mind save +10 (+5 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Damage +5% physical defense ------ Armor +3 Life Regen +4.00 Healmod +14% other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Silence Resist +28% Confus Resist +31% Stun Resist +23% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Damage +6% physical Accuracy +8 (+2 eff.) defense ------ Armor +18 Resistance +4% physical Physical save +8 (+2 eff.) Mind save +8 (+4 eff.) Unlife -40.00 life Disarm Resist +31% other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +3 Con offense ------ On-Hit 5 acid 4 fire 5 cold 5 lightning defense ------ Armor +2 Physical save +15 (+5 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +24% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 ice +10 physical +7 fire +6 acid +9 lightning On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 16 mind 18 darkness On-Hit (Melee): * 12% chance to reduce all saves and defense by 32 defense ------ Armor +2 Mind save -13 (-9 eff.) Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Reproach level 3 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Mind save +7 (+4 eff.) Life +40.00 Unarmed combat: Weapon Damage 126% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ On-Hit 7 cold Damage +5% cold defense ------ Armor +2 Resistance +6% cold Physical save +15 (+5 eff.) Spell save +5 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +25% Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +11 physical On-crit, radius 2 +7 ice On Hit: 10% Juggernaut level 1 On Hit: 10% Ice Breath level 3 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 17 mind 21 darkness On-Hit (Melee): * 12% chance to reduce all saves and defense by 32 defense ------ Armor +2 Mind save -12 (-8 eff.) Life Regen +2.00 other ------- Stamina/turn +0.80 Max stamina +10.00 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Reproach level 3 On Hit: 10% Nightmare level 3 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ On-Hit 8 physical Damage +5% physical defense ------ Armor +8 Physical save +19 (+6 eff.) Spell save +4 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +29% Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 physical On-Hit, radius 1 +8 physical On-crit, radius 2 +7 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Sand Breath level 3 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 107% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T1 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +4 (+1 eff.) On-Hit 12 mind 10 darkness On-Hit (Melee): * 11% chance to reduce all saves and defense by 32 defense ------ Armor +1 Fatigue +1% Mind save -15 (-11 eff.) Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Reproach level 1 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 18 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 53 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +12 Fatigue +3% Resistance +7% darkness +6% fire Crit Resistance 10.00% Physical save +18 (+6 eff.) Healmod +15% Cut Resist +20% Stun Resist +20% Knockbk Resist +10% other ------- Infravision +3 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-hit +10 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 1.8 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +8 Str +1 Mag offense ------ Spell Crit +6% Spellpower +10 (+2 eff.) Damage +9% darkness Ignore resists +5% blight defense ------ Armor +2 Fatigue +3% Resistance +3% blight +6% darkness other ------- Mana/turn +0.20 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +9 arcane On Hit: 10% Elemental Bolt level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ On-Hit 5 acid 5 fire 5 cold 5 lightning defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 ice +7 fire +9 acid +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Con defense ------ Armor +2 Fatigue +3% Physical save +14 (+4 eff.) Spell save +5 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +15 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +9% Critical power +8.00% defense ------ Armor +6 Fatigue +3% Mind save +8 (+4 eff.) Life +54.00 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil +5 Con offense ------ Spellpower +4 (+0 eff.) On-Hit 10 arcane Damage +5% arcane defense ------ Armor +10 Hardiness +6% Fatigue +3% Resistance +5% arcane +8% physical Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On Hit: 5% Stone Touch level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.41 to 127.22 lightning damage (84.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Defense +10 (+4 eff.) Fatigue +1% Resistance +2% physical +6% cold other ------- Max stamina +30.00 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex offense ------ Damage +9% blight When Hit 4 light 2 fire defense ------ Armor +1 Fatigue +1% Resistance +3% light other ------- Light +3 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.0 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. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 192] potent healing salve [power 192]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 192 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 238] powerful healing salve [power 238]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 238 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 165] potent pain suppressor salve [power 165]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -165 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str offense ------ Damage +7% mind +7% fire defense ------ Fatigue -8% Resistance +6% nature +2% physical Crit Resistance 10.00% Mind save +8 (+4 eff.) Cut Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Spellpower +5 (+0 eff.) Damage +9% light defense ------ Resistance +12% light other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Max mana +40.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% lightning +9% nature When Hit 2 lightning 2 nature defense ------ Resistance +6% nature +9% lightning Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% blight +12% temporal Ignore resists +25% acid +20% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to reduce armor by 24% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Resistance +9% lightning +15% darkness +3% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% lightning defense ------ Armor +4 Mind save +6 (+3 eff.) Unlife -80.00 life Healmod +15% Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 72. 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Gunefast the Ghoul Annihilator level 9
8th Dusk 122nd year of Ascendancy at 02:38 see stats
By Gunefast the Ghoul Annihilator level 22
1st Time of Equilibrium 122nd year of Ascendancy at 21:23 see stats
By Gunefast the Ghoul Annihilator level 27
42nd Regrowth 123rd year of Ascendancy at 23:54 see stats
By Gunefast the Ghoul Annihilator level 10
14th Dusk 122nd year of Ascendancy at 16:01 see stats
By Gunefast the Ghoul Annihilator level 20
78th Dusk 122nd year of Ascendancy at 09:59 see stats
By Gunefast the Ghoul Annihilator level 25
40th Regrowth 123rd year of Ascendancy at 23:02 see stats
By Gunefast the Ghoul Annihilator level 24
46th Haze 122nd year of Ascendancy at 14:10 see stats
By Gunefast the Ghoul Annihilator level 22
1st Haze 122nd year of Ascendancy at 09:34 see stats
By Gunefast the Ghoul Annihilator level 8
8th Flare 122nd year of Ascendancy at 12:27 see stats
By Gunefast the Ghoul Annihilator level 25
40th Regrowth 123rd year of Ascendancy at 08:34 see stats
By Gunefast the Ghoul Annihilator level 8
9th Flare 122nd year of Ascendancy at 20:36 see stats
By Gunefast the Ghoul Annihilator level 20
78th Dusk 122nd year of Ascendancy at 18:50 see stats
Log
Bloodstar from Emirann the skeleton warrior hits Gunefast for (0 exoskeleton), 41 fire, (0 exoskeleton), 63 physical (103 total damage).
Burning Phosphorous from Gunefast hits Gunefast's Inner Demon for (6 absorbed), 0 fire, 4 healing (0 total damage) [4 healing].
Emirann the skeleton warrior receives 33 healing from Gunefast.
Melee retaliation hits Gunefast's Inner Demon for (1 absorbed), 0 light, (12 absorbed), 0 fire, 9 healing, (10 absorbed), 0 arcane (0 total damage) [9 healing].
Burning from Gunefast's Inner Demon hits Gunefast for (12 exoskeleton), 12 fire (12 total damage).
Gunefast's Inner Demon hits Gunefast for (9 exoskeleton), 9 lightning, (3 exoskeleton), 3 arcane (12 total damage).
Epidemic from Gunefast's Inner Demon hits Gunefast for (4 exoskeleton), 4 blight (4 total damage).
Burning Phosphorous from Gunefast's Inner Demon hits Gunefast for (0 exoskeleton), 4 fire (4 total damage).
LIFE LOST WARNING!
Gunefast uses Retch.
Gunefast VOMITS on the ground!
Gunefast's Rocket Pod misses Gunefast's Inner Demon.
Gunefast's Inner Demon casts Epidemic.
Gunefast shrugs off Gunefast's Inner Demon's 'Epidemic'!
Gunefast speeds up in the retch.
Gunefast HEALS from fire damage!
Gunefast's Inner Demon receives 37 healing from Gunefast's purging blight area effect.
Gunefast's Inner Demon's Rocket Pod hits Gunefast for (5 exoskeleton), 5 fire, (2 exoskeleton), 2 acid, (1 exoskeleton), 1 blight, (0 exoskeleton), 0 fire, (2 exoskeleton), 7 cold (15 total damage).
Gunefast's Inner Demon HEALS from fire damage!
Gunefast hits Gunefast's Inner Demon for (5 absorbed), 0 fire, 4 healing (0 total damage) [4 healing].
Emirann the skeleton warrior uses Psionic Fog.
Burning from Gunefast's Inner Demon hits Emirann the skeleton warrior for (20 flat reduction), 0 fire (0 total damage).
Poison bursts out of Gunefast's corpse!
The protective shield of Gunefast disappears.
Gunefast HEALS from fire damage!
Deadly Poison from Emirann the skeleton warrior hits Gunefast for (0 exoskeleton), 52 nature (52 total damage).
Burning from Gunefast's Inner Demon hits Gunefast for (0 exoskeleton), 24 fire (24 total damage).
Epidemic from Gunefast's Inner Demon hits Gunefast for (0 exoskeleton), 9 blight (9 total damage).
Gunefast the level 29 ghoul annihilator was treehugged to death by Emirann the skeleton warrior on level 2 of Ruined halfling complex.