










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 2538% |
| Size | medium |
| Lifes / Deaths | Killed by titan dreadnought at level 50 on the 21st Remembrance 125th year of Ascendancy at 20:02 0 / 8Killed by Polossra the titan searing seer at level 50 on the 24th Remembrance 125th year of Ascendancy at 08:57 Killed by titan dreadnought at level 50 on the 25th Remembrance 125th year of Ascendancy at 23:39 Killed by Sher'Tul High Priest at level 50 on the 27th Remembrance 125th year of Ascendancy at 21:26 Killed by Krotor's Inner Demon at level 50 on the 28th Remembrance 125th year of Ascendancy at 00:16 Killed by Sher'Tul High Priest at level 50 on the 28th Remembrance 125th year of Ascendancy at 03:44 Killed by Isigatha the nightmare horror at level 50 on the 28th Remembrance 125th year of Ascendancy at 06:16 Killed by Sher'Tul High Priest at level 50 on the 28th Remembrance 125th year of Ascendancy at 10:59 |
Primary Stats
| Strength | 43 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 61 (base 50) |
| Magic | 133 (base 60) |
| Willpower | 78 (base 60) |
| Cunning | 103 (base 39) |
Resources
| Life | -24/1252 |
| Mana | 364/394 |
| Steam | 90/90 |
| Positive | 197/197 |
| Healing Factor | 1.9919855367032 |
| Regeneration | -94.943966936498 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +135.85179503776% |
| Spell | +10% |
| Global | +122.75510204082% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 3.9 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 23 |
| Crit Chance | 61% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 23 |
| Crit Chance | 78% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 114 |
| Crit Chance | 85% |
| Speed | 0.90909090909091 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +79% |
| Mind | +3% |
| All | 0% |
| Lightning | +46% |
| Physical | +51% |
| Temporal | +49% |
| Darkness | +30% |
| Cold | +41% |
| Fire | +41% |
| Nature | +30% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +67% |
| Arcane | +40% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 32 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 62 |
| Mental Save | 62 |
Defense: Resistances
| Cold | + 33%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 17%( 70%) |
| Arcane | + 51%( 70%) |
| Fire | + 43%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 994 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 290 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (91% 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 1327% for 10 turns (12753 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 290 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Arcane | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Metaphasic Spin |
| talent | Arcane Power |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Thunderstorm |
| detrimental effect | The target's lite radius has been reduced by 8, and its darkness resistance by 50%. Abyssal Shroud |
| beneficial effect | The mana surge engulfs the target, regenerating 88.36 mana per turn. Surging mana |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| beneficial effect | The target's spellpower has been increased by 33. Spellsurge |
| beneficial effect | You have 5 charges. Death Momentum |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is lost in a nightmare that deals 121.34 mind damage each turn and has a 56% chance to cause a random detrimental effect. Waking Nightmare |
| beneficial effect | Increases the effectiveness of all healing the target receives by 66%. Empowered Healing |
| detrimental effect | Krotor is fed upon by Sher'Tul High Priest. Fed Upon |
| detrimental effect | The more you use runes, the longer they will take to recharge (+6 cooldowns). Runic Saturation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+5 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +15 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | ethereal dwarven lantern of illusion0.0 T5 lite [Ego++] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +17 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +19 (+5 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +10 Cun +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +15 (+4 eff.) Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 346.17 temporal and 301.90 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +6 Wil +11 Cun dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +6% blight Res.pen +15% lightning ----- def ----- Armour +4 Defense +15 (+8 eff.) Max.HP +20.00 HP.reg +6.00 Confus- +20% Stun/Frz- +38% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 643.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around neck | wanderer's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +9 Dex +6 Mag +10 Cun +9 Con dps ---------- S.pwr/crit +6 Mov.spd +10% ----- def ----- Fatigue -10% HP.reg +5.00 ---------- misc Stam/turn +1.40 Mana/turn +0.60 Max.mana +58.00 Amulets can have magical properties. |
| In main hand | Beromnir the Eclipseraptor (136% power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * project a beam of lightning While equipped: dps ---------- Phys.crit +18.0% Spell.crit +12% Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+5 eff.) Melee+ 31 arcane Dmg.mod +30% lightning +3% mind +18% darkness Res.pen +10% darkness Acc +10 (+5 eff.) ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Max.mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Heatnigh' 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +14 Str +6 Mag +8 Cun dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% arcane Res.pen +30% arcane +20% fire ----- def ----- Fatigue -20% Resists +15% lightning +12% fire Mind.save +11 (+3 eff.) ---------- misc Max.enc +50 Light +3 Infravis +4 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Str, 35% Dex, 30% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +25% light +25% fire +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 350.59 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
medical injector implant (efficiency 82% / cooldown 53%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 153% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 88%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 21)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 21.4 steam per turn. Can be activated for an instant burst of 107 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 96; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 265; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 128; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -190; dur 5; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -190 life. The duration and life will increase by 1% for every 1% life you have lost (currently 384 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 468%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 514%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 810%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 666; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 666 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 44%; mental, magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 49%; mental, physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (91% 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 765 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the sneak (damage 361; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 360.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 10; phase 27; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (91% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 18; resist 22%; move 35%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 35% faster, and you are invisible (power 18). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 817% over 10 turns; mana 41; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (91% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 817% for 10 turns (7852 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 |
shatter afflictions rune of the warrior (absorb 123; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 332; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 332 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 429; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 429 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 457; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 457 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 1001; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1001 damage for 6 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. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 1462; dur 6; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1462 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 1146; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1146 damage for 6 turns. 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 |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Arugavena the Nimbuszeal0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +15% acid On Hit (Melee): * 20% chance to reduce armor by 53% ----- def ----- Resists +18% acid +30% lightning Blind- +34% ---------- misc Infravis +9 Sight +2 See.Invis +13 Amulets can have magical properties. |
Brodoldir0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Wil +2 Con dps ---------- Phys.pwr +8 (+4 eff.) Phys.spd +10% Dmg.mod +6% temporal +8% physical Melee Ret 8 temporal ----- def ----- Resists +15% acid Amulets can have magical properties. |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
archmage's gold amulet of mastery (0.27 Spell / Arcane)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +6% lightning ---------- misc Masteries +0.27 Spell/Arcane Amulets can have magical properties. |
archmage's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Melee+ 15 light 14 darkness Dmg.mod +8% acid +15% light +12% darkness +8% fire +8% lightning +8% cold On Melee Ret: * 13% chance to reduce damage dealt by 25% * 15% chance to blind Amulets can have magical properties. |
insulating gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% fire +16% cold Amulets can have magical properties. |
mindweaver's voratun amulet0.1 T5 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +11 (+4 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +22% Amulets can have magical properties. |
protective gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +4 (+2 eff.) Res.Cap +4% all Phys.save +11 (+4 eff.) Amulets can have magical properties. |
serendipitous steel amulet of dexterity (+7)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +3 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 10% Amulets can have magical properties. |
serendipitous stralite amulet of cunning (+17)0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +17 Lck +6 Cun dps ---------- Acc +11 (+6 eff.) ----- def ----- Defense +13 (+7 eff.) Unseen.red 14% Amulets can have magical properties. |
starlit voratun amulet of magic (+3)0.1 T5 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +19% light +14% darkness Blind- +38% Amulets can have magical properties. |
starseer's steel amulet of perfection (0.16 Spell / Wildfire,0.16 Spell / Arcane)0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +4% temporal +5% light +5% physical ---------- misc Masteries +0.16 Spell/Wildfire +0.16 Spell/Arcane Amulets can have magical properties. |
starseer's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Crit.mult +18.00% Spell.pwr +14 (+3 eff.) Dmg.mod +5% temporal +6% darkness +9% blight +10% fire +7% light +6% physical Amulets can have magical properties. |
voratun amulet 'Cracklequeller'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Str +14 Dex +15 Wil dps ---------- Dmg.mod +6% lightning +9% arcane Res.pen +25% arcane ----- def ----- Resists +3% lightning +28% darkness +5% arcane +19% light Blind- +47% Amulets can have magical properties. |
voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +5 ---------- misc Mana/turn +0.40 Max.mana +49.00 Amulets can have magical properties. |
voratun amulet of mastery (0.39 Spell / Earth)0.1 T5 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.39 Spell/Earth Amulets can have magical properties. |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.10 Max.mana +32.00 Amulets can have magical properties. |
wanderer's voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +8 Dex +10 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
warmaker's gold amulet of constitution (+7)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +7 Con Amulets can have magical properties. |
warmaker's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Str +8 Dex +9 Wil ----- def ----- Blind- +22% ---------- misc Infravis +9 Sight +2 See.Invis +5 Amulets can have magical properties. |
Duskquell0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +25% lightning +18% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +38% lightning +12% mind Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+3 eff.) Fatigue -15% Phys.save +45 (+15 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glykira0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +6% acid +15% temporal +20% light Die.at -40.00 life Max.HP +44.00 HP.reg +4.00 Disarm- +37% Pinning- +43% Knockbk- +44% Rings can have magical properties. |
Inertial Twine 'Mezilandur'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +4 Dex +1 Mag +15 Wil +7 Cun +4 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +22 (+8 eff.) Dmg.mod +16% mind +5% physical ----- def ----- Armour +5 Resists +16% mind +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% ---------- misc Light +1 This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Porylaith the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +6 Mag +6 Wil +9 Cun dps ---------- Phys.crit +2.0% Crit.mult +5.00% Spell.pwr +9 (+2 eff.) Melee+ 21 physical Ranged+ 19 physical Dmg.mod +20% darkness Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 31 On Hit (Ranged): * 12% chance to reduce all saves and defense by 31 ----- def ----- Defense +25 (+11 eff.) Resists +40% darkness ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +70.00 HP.reg +13.00 Heal.mod +13% Rings can have magical properties. |
marksman's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Max.HP +61.00 HP.reg +11.00 Heal.mod +13% Rings can have magical properties. |
pixie's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +15 (+3 eff.) ----- def ----- Resists +26% acid +21% fire +18% lightning +20% cold Rings can have magical properties. |
savage's voratun ring of darkness (+30%)0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Spell.save +16 (+4 eff.) ---------- misc Max.stam +27.00 Rings can have magical properties. |
savage's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +5 Con dps ---------- Acc +17 (+9 eff.) Apr +16 ----- def ----- Defense +13 (+7 eff.) Spell.save +17 (+4 eff.) ---------- misc Max.stam +29.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
sneakthief's voratun ring of sensing0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +5 See.Stealth +25 See.Invis +19 Rings can have magical properties. |
solipsist's voratun ring of perseverance0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +13 (+5 eff.) ----- def ----- HP.reg +8.00 Stun/Frz- +50% Rings can have magical properties. |
solipsist's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+5 eff.) Acc +17 (+9 eff.) Apr +13 ----- def ----- Defense +17 (+8 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +15 (+8 eff.) Apr +14 ----- def ----- Defense +12 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
wizard's voratun ring of light (+40%)0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +20% light ----- def ----- Resists +40% light Spell.save +20 (+5 eff.) Rings can have magical properties. |
Gloomrace of the Blightspawn (186% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 187% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +44 lightning +52 cold On Hit: * 20% chance to reduce all saves and defense by 31 While equipped: Stats +14 Str +14 Dex +14 Mag +25 Wil +14 Cun +3 Con dps ---------- Mov.spd +70% Res.pen +23% lightning +30% cold +10% fire ----- def ----- Resists +15% fire Massive two-handed battleaxes. |
acidic voratun battleaxe of evisceration (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 274 damage over 5 turns and reducing armor and accuracy by 35 While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +21 (+8 eff.) Massive two-handed battleaxes. |
enhanced voratun greatmaul of ruin (176% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str +9 Dex +10 Mag +5 Wil +19 Cun +13 Con dps ---------- Phys.crit +14.0% Crit.mult +49.00% Apr +16 Massive two-handed mauls. |
Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Dex 30 Shoot [Unique] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+5 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+13 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 173 to 346 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 339.54 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
The Black Spike (159% power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
balanced voratun mace of enduring (157% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +15 Con +14 Wil dps ---------- Acc +14 (+7 eff.) ----- def ----- Defense +13 (+7 eff.) Max.HP +110.00 Disarm- +47% Blunt and deadly. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
living mindstar (112% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Normal] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Starcaller (129% power, 4 apr, physical element)5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +5% darkness +25% physical ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
greater dragonbone magestaff (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of wizardry (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+5 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +0.37 Max.mana +188.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Dex 30 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 72% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Glacia4.0 T4 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Overburst4.0 T4 steamgun 1H weapon Reqs Dex 30 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
The Long-Arm4.0 T5 steamgun 2H weapon Reqs Dex 30 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
The Shotgonne9.0 T5 steamgun 2H weapon Reqs Dex 40 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Dethzaw (150% power, 27 apr)3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 110% Mag Dmg Fire Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+6 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Poltergeist's Ramroller (154% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 155% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +2% ----- def ----- Armour +19 Defense +24 (+11 eff.) Fatigue +0% Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Gloomwither of the Blightspawn (161% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 161% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 43 On Crit: * Splash the target with acid dealing 274 damage over 5 turns and reducing armor and accuracy by 35 While equipped: Stats +2 Str +5 Dex +9 Mag -9 Cun dps ---------- Dmg.mod +9% mind Acc +20 (+10 eff.) ----- def ----- Die.at -40.00 life Disease- +29% One-handed war axes. |
Huryziladan (151% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 blight +20 light +26 arcane Against +30% Undead While equipped: Stats +4 Mag +9 Cun +4 Con dps ---------- Spell.crit +4% Spell.pwr +30 (+5 eff.) S.pwr/crit +8 Res.pen +20% blight ---------- misc Mana/turn +0.16 Max.vim +65.76 One-handed war axes. |
Razorblade, the Cursed Waraxe (147% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+19 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Beleralle the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Dmg.mod +12% arcane Res.pen +15% arcane Melee Ret 10 blight ----- def ----- Max.HP +50.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
Cyralenn the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +30% arcane +6% temporal Res.pen +10% arcane Against +29% Summoned ----- def ----- Resists +12% acid D.Red.from +26% Summoned Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Dairerim the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +10 Dex dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Fatigue -7% Crit.dmg- 15.00% ---------- misc Max.enc +41 Mana/s.crit +2.00 Max.hate +10.00 A belt that goes around your waist. |
Kindleborn1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Fatigue +0% Resists +6% blight +12% temporal +5% arcane +18% fire Spell.save +12 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +100.00 Heal.mod +20% ---------- misc Max.enc +0 A belt that goes around your waist. |
blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +5 Cun +7 Lck ----- def ----- Defense +10 (+5 eff.) Stealth +16 ---------- misc T.Disarm +14 Infravis +5 A belt that goes around your waist. |
insulating drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +11 Mag +8 Wil dps ---------- Spell.crit +5% ----- def ----- Resists +6% fire +7% cold A belt that goes around your waist. |
reinforced drakeskin leather belt of unlife1.0 T5 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +13 (+7 eff.) Resists +8% blight Phys.save +16 (+6 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Str +10 Dex +5 Wil +9 Cun +7 Lck ----- def ----- Phys.save +14 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +16 (+4 eff.) Stealth +10 ---------- misc T.Disarm +25 Infravis +6 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +7 Mag ---------- misc Mana/turn +0.49 Max.mana +36.00 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 293 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +0% fire +15% mind +0% light Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc 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. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+7 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+3 eff.) Mov.spd +10% ----- def ----- Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+9 eff.) Resists +15% physical Phys.save +40 (+14 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 48 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+8 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+5 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
marshal's elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con ----- def ----- Defense +3 (+2 eff.) Phys.save +28 (+10 eff.) Mind.save +14 (+4 eff.) Die.at -50.00 life Max.HP +88.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+6 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 90.74 to 113.43 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+8 eff.) Resists +20% lightning +0% acid +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 37.23 blight damage and is poisoned for 148.91 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
eldritch pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil +6 Con dps ---------- Spell.crit +4% Mind.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.51 Max.mana +48.00 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of evasion (18 def, 5 armour)3.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +18 (+9 eff.) Fatigue +4% Resists +11% lightning +14% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of drakeskin leather boots of strife (0 def, 14 armour)2.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +14 ---------- misc Infravis +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Pyresage' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Cun +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +25 (+9 eff.) Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +3% Resists +12% fire Phys.save +15 (+5 eff.) Mind.save +13 (+3 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chillvalor the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor [Rare] Master While equipped: Stats +4 Str +5 Dex +3 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +9% arcane +24% blight Res.pen +15% mind +20% cold ----- def ----- Armour +3 Fatigue +5% Phys.save +7 (+3 eff.) ---------- misc Mana/s.crit +2.00 Cooldown Double Strike -1 Unarmed combat: Power 135% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +24.0% Atk.spd 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
heroic drakeskin leather gloves of the starseeker (0 def, 7 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +6 Mag ----- def ----- Armour +7 Resists +7% light +7% darkness Mind.save +8 (+2 eff.) Max.HP +63.00 ---------- misc Infravis +1 Unarmed combat: Power 141% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +38 light +35 darkness On Hit: 10% Battle Shout 5 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 147.41 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +2 Str +7 Mag +7 Wil +3 Cun +5 Con dps ---------- Spell.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +10% blight +9% arcane Melee Ret 10 vim draining blight ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 26% and all saves by 44, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+19 eff.) Apr +15 ----- def ----- Defense +15 (+8 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness Mind.save +0 (+0 eff.) ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +10 (+5 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +3 (+2 eff.) ---------- misc Mana/turn +1.80 Mana/ret +1.60 Max.mana +76.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 280.26 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 192.74 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
enlightening drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +8 Str +7 Dex +6 Mag +12 Wil +12 Cun ----- def ----- Armour +8 Defense +20 (+9 eff.) Fatigue +8% Mind.save +17 (+4 eff.) Max.HP +36.00 A suit of armour made of leather. |
Deflector (22 def, 11 armour, 100% power, 230 block)7.0 T4 shield armor [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 130% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+10 eff.) Fatigue +8% Phys.save +20 (+7 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Umbrawind of the Blightspawn (0 def, 32 armour, 100% power, 361 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Random Unique] Nature/Master When used to Attack: Power 183% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +361 On Hit: * 26% chance to reduce armor by 53% While equipped: Stats +13 Str +6 Dex +6 Con dps ---------- Melee+ 9 acid Dmg.mod +6% blight Acc +19 (+10 eff.) Melee Ret 11 acid On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 43 * 27% chance to reduce damage dealt by 25% ----- def ----- Armour +32 Fatigue +8% Resists +6% nature Phys.save +13 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
67 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
28 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
49 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +28.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
40 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 296.93 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 296.93 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Yvuleldana the Thunderstar1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +27% lightning Melee Ret 11 lightning On Hit (Melee): * 22% chance to reduce armor by 53% ----- def ----- Resists +22% blight +15% temporal +6% darkness +9% nature ---------- misc Light +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of illusion1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +16 (+6 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +15% blight +3% all Spell.save +12 (+3 eff.) HP.reg +16.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
18 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
36 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 183% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Thundercrack (16/16, 143% power, 8 apr)3.0 T5 shot ammo Reqs Dex 24 [Unique] Arcane/Steamtech Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
perfect rustproof coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +50% acid 50% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Adoranne the Galeburst [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +15 (+6 eff.) Res.pen +15% lightning +10% physical Melee Ret 4 lightning ----- def ----- Armour +6 Defense +25 (+11 eff.) Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Fogstalker of the Blightspawn [power 476] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal Melee Ret 6 temporal On Melee Ret: * 24% chance to reduce strength, dexterity, and constitution by 43 * 39% chance to reduce damage dealt by 25% ----- def ----- Resists +12% mind ---------- misc Equi/ret +0.08 Sting an enemy dealing 617 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 29% for 2 turns. 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tempestpiety the elven-wood totem of summon tentacle [power 340] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +8% Crit.mult +20.40% Dmg.mod +9% lightning Melee Ret 4 darkness ---------- misc Vim/s.crit +2.04 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1000 Base Damage: 399 Armor: 40 All Resist: 29 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 59% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing dragonbone totem of summon tentacle [power 460] (25 cooldown)2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1320 Base Damage: 534 Armor: 47 All Resist: 50 Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (264 total damage) Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of clairvoyance [power 18] (22 cooldown)2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 18, power 104 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of clairvoyance [power 15] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 15, power 101 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Krotor the Whitehoof Archmage level 13
7th Revenge 124th year of Ascendancy at 16:21 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Krotor the Whitehoof Archmage level 12
3rd Revenge 124th year of Ascendancy at 01:31 see stats
Do not go gentle into that good night (Nightmare (Adventure) difficulty)
Trapped John.By Krotor the Whitehoof Archmage level 45
5th Destruction 124th year of Ascendancy at 06:46 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Krotor the Whitehoof Archmage level 50
23rd Remembrance 125th year of Ascendancy at 08:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Krotor the Whitehoof Archmage level 30
26th Pain 124th year of Ascendancy at 03:48 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Krotor the Whitehoof Archmage level 10
45th Retaking 124th year of Ascendancy at 05:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Krotor the Whitehoof Archmage level 20
19th Revenge 124th year of Ascendancy at 21:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Krotor the Whitehoof Archmage level 30
24th Pain 124th year of Ascendancy at 02:13 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Krotor the Whitehoof Archmage level 40
44th Loss 124th year of Ascendancy at 18:55 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Krotor the Whitehoof Archmage level 50
29th Destruction 124th year of Ascendancy at 17:49 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Krotor the Whitehoof Archmage level 50
18th Remembrance 125th year of Ascendancy at 14:51 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Krotor the Whitehoof Archmage level 35
1st Dearth 124th year of Ascendancy at 22:21 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Krotor the Whitehoof Archmage level 50
8th Remembrance 125th year of Ascendancy at 08:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Krotor the Whitehoof Archmage level 35
29th Loss 124th year of Ascendancy at 08:26 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Krotor the Whitehoof Archmage level 40
45th Loss 124th year of Ascendancy at 22:27 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Krotor the Whitehoof Archmage level 45
5th Destruction 124th year of Ascendancy at 10:17 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Krotor the Whitehoof Archmage level 25
17th Pain 124th year of Ascendancy at 02:26 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Krotor the Whitehoof Archmage level 45
5th Destruction 124th year of Ascendancy at 11:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Krotor the Whitehoof Archmage level 18
19th Revenge 124th year of Ascendancy at 12:28 see stats
Log
Amakthel's Mouth uses Swift Shot.
Amakthel's Mouth's Swift Shot misses Krotor.
Lava floor burns Krotor!
Lava floor hits Krotor for (5 flat reduction), 9 fire (9 total damage).
--------------------------------
Krotor casts Phase Door.
Select a target to teleport...
Select a teleport location...
Sher'Tul High Priest casts Starfall.
Sher'Tul High Priest hits Krotor for (5 flat reduction), 243 darkness (243 total damage).
Krotor the level 50 whitehoof archmage was swallowed by the void to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.
--------------------------------
Krotor deactivates Tempest.
Krotor deactivates Metaphasic Spin.
Krotor deactivates Arcane Shield.
Galen's Flowing Robe activates and increases Krotor's resistances!
Krotor deactivates Quicken Spells.
Krotor is no longer surging arcane power.
Krotor deactivates Essence of Speed.
Krotor deactivates Feather Wind.
Krotor deactivates Spellcraft.
Krotor deactivates Hurricane.
Krotor stops surging mana.
Krotor is free from the nightmare.
Krotor deactivates Arcane Power.
Krotor deactivates Shielding.
Krotor is free from the abyss.
Krotor deactivates Thunderstorm.
The furious lightning storm around Krotor calms down and disappears.


























































































































































































































