












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 33 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Beloba the white wolf at level 33 on the 48th Pyre 123rd year of Ascendancy at 19:44 / 1 |
Primary Stats
| Strength | 34 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 93 (base 60) |
| Magic | 54 (base 35) |
| Willpower | 28 (base 12) |
| Cunning | 72 (base 43) |
Resources
| Mana | 339/382 |
| Life | -308/1130 |
| Steam | 100/100 |
| Stamina | 228/253 |
| Soul | 12/12 |
| Healing Factor | 1.6035279301986 |
| Regeneration | 21.567450661171 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 31 |
| Crit Chance | 37% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | 0% |
| Acid | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +40% |
| Nature | +25% |
| Physical | +47% |
| Fire | +50% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 33 (50%) |
| Defense | 21 |
| Ranged Defense | 27 |
| Fatigue | 16 |
| Physical Save | 46 |
| Spell Save | 34 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 32%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 58%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Poison Resistance | 93% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 370 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Strength stat. |
Class Talents
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Magnetism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Aerylethra the large white snake. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Gluldata the skeleton archer. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Poleyabeth the skeleton magus. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by odolsuk. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within17 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Bregodig' (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Mag +8 Wil +7 Cun +7 Con dps ---------- Crit.mult +5.00% Spell.pwr +25 (+9 eff.) Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +36 (+12 eff.) Spell.save +10 (+5 eff.) Mind.save +20 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Max.vim +20.00 Blindside: Puts all charms on 25 cooldown Level 3.5 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Shadowqueller the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +5% arcane +3% nature Mind.save +9 (+3 eff.) Stun/Frz- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xaneldarathra the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +2 Con dps ---------- Res.pen +15% physical Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Mind.save +9 (+3 eff.) Die.at -40.00 life A cap made of leather. |
| On hands | heroic drakeskin leather gloves of regeneration (0 def, 7 armour) 1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Mind.save +9 (+3 eff.) Max.HP +41.00 HP.reg +3.20 Disarm- +100% ---------- misc Stam/turn +0.30 Psi/turn +0.31 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Magmaveil [power 242] (14/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% fire Res.pen +15% fire Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to increase all damage by 15% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Squalorpierce'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +7% blight +9% nature +12% acid Mind.save +8 (+2 eff.) Max.HP +40.00 HP.reg +9.00 Heal.mod +13% Poison- +13% Disease- +14% Confus- +35% Rings make your fingers look great! |
| On fingers | savage's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) HP.reg +1.00 Stun/Frz- +21% ---------- misc Max.stam +12.00 Rings make your fingers look great! |
| Around neck | copper amulet 'Glacierraider'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +12% lightning +6% cold Cut- +10% Confus- +20% Stun/Frz- +23% Amulets make your neck look great! |
| In main hand | stralite waraxe 'Lightninggash' (38-52 power, 17 apr) 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +18.5% Atk.spd 100% Melee+ +11 blight +8 lightning On Crit.r2 +8 lightning On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +20% lightning +5% physical ----- def ----- Resists +6% nature Disease- +29% Disarm- +26% One-handed war axes. |
| Around waist | Heatreaper 1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Res.pen +15% fire ----- def ----- Fatigue -12% Resists +6% lightning +6% temporal ---------- misc Max.enc +30 A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+4 eff.) Rng.Def +12 (+6 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +24% lightning Stun/Frz- +40% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Crimson Robe (12 def, 4 armour) 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Armour +4 Hardiness +20% Defense +12 (+6 eff.) Fatigue +2% 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 +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +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. |
Inventory
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 18%; physical; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 128; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 128 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical 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: 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. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
5 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching 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. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 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: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
6 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder 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. |
3 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: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral 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: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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] [can be learnt] 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. |
Isitira the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +12 Str dps ---------- Crit.mult +20.00% ----- def ----- Resists +6% darkness +5% arcane Heal.mod +22% Cut- +60% Knockbk- +20% ---------- misc Stam/turn +3.00 Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 321 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Islelralratha the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- S.pwr/crit +6 ----- def ----- Resists +11% mind Confus- +22% ---------- misc Mana/turn +0.04 Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
steel amulet 'Eilinerin'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +7 Wil +6 Cun dps ---------- Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +6% arcane ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
steel amulet 'Rotire'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil +5 Cun +6 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ---------- misc Infravis +3 Masteries +0.20 Psionic/Absorption Amulets make your neck look great! |
Bregadogund0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Str dps ---------- Mind.crit +1% Dmg.mod +11% cold Acc +7 (+4 eff.) Apr +7 ----- def ----- Armour +6 Defense +7 (+4 eff.) Resists +22% cold ---------- misc Max.hate +6.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Brenudogar0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Melee Ret 8 acid ----- def ----- Silence- +23% ---------- misc Mana/turn +0.14 Infravis +3 Rings make your fingers look great! |
Burand the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Dmg.mod +14% lightning ----- def ----- Armour +2 Resists +28% lightning Rings make your fingers look great! |
Hanemarek the Demonmoon0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 9 physical Ranged+ 8 physical Dmg.mod +9% darkness Res.pen +25% darkness Acc +30 (+12 eff.) Apr +5 On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Defense +10 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Salima0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +6% mind ----- def ----- Armour +8 Defense +15 (+8 eff.) Resists +26% lightning Mind.save +12 (+4 eff.) Poison- +20% Confus- +20% Pinning- +20% ---------- misc Infravis +3 Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Unrazilablek0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Mind.crit +3% Phys.pwr +8 (+3 eff.) Spell.pwr +16 (+6 eff.) Mind.pwr +6 (+2 eff.) Acc +10 (+5 eff.) Apr +10 ----- def ----- Defense +8 (+4 eff.) Resists +3% light +6% mind Die.at -20.00 life Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Hihell'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +10 Dex +9 Cun +3 Con dps ---------- Acc +6 (+3 eff.) ---------- misc Infravis +2 See.Invis +12 Rings make your fingers look great! |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Acc +9 (+5 eff.) Apr +7 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Chitostir the Glacierspike (20-25 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +4 Str +6 Dex +5 Mag +4 Wil +5 Cun +5 Con dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% darkness +3% fire HP.reg +2.00 Cut- +20% Confus- +10% Sharp, short and deadly. |
acidic stralite dagger of the mystic (26-34 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.pwr +9 (+3 eff.) Sharp, short and deadly. |
arcing dwarven-steel dagger of evisceration (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
enhanced steel dagger of rage (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Nature/Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Str +4 Dex +4 Mag +4 Wil +5 Cun +3 Con dps ---------- Dmg.mod +6% physical Acc +8 (+4 eff.) Sharp, short and deadly. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
dwarven-steel greatsword 'Unlightquill' (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +9% darkness ----- def ----- Resists +24% lightning +15% cold Max.HP +20.00 Stun/Frz- +20% Knockbk- +20% Massive two-handed swords. |
thought-forged stralite greatsword of erosion (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature/Psionic Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 mind +10 nature On Hit: * 20% chance to reduce all saves and defense by 29 While equipped: Stats +6 Cun +3 Wil Massive two-handed swords. |
dwarven-steel longsword 'Glintlash' (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +21 acid +14 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +6 Dex +7 Mag +6 Wil +5 Cun +8 Con dps ---------- Phys.crit +8.0% Dmg.mod +21% light Res.pen +10% acid +12% nature +5% mind Apr +7 Sharp, long, and deadly. |
gifted thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +3 Cun +5 Con dps ---------- Mind.crit +3% Mind.pwr +9 (+3 eff.) Melee+ 5 lightning Dmg.mod +5% lightning Res.pen +7% lightning ----- def ----- Resists +7% lightning ---------- 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. |
thorny mindstar 'Emeleba' (18-20 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 18.5 - 20.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Mind.crit +7% Crit.mult +10.00% Mind.pwr +9 (+3 eff.) Dmg.mod +13% mind Melee Ret 6 temporal ----- def ----- Armour +4 Phys.save +12 (+4 eff.) ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 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. |
Charcast the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +18% temporal ----- def ----- Armour +4 Resists +15% acid +9% fire +9% nature +6% mind Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Disease- +20% Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Delarek the Cracklesage (27-32 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Arcane Power 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +6% lightning +27% physical +18% mind Res.pen +30% lightning ----- def ----- Resists +9% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Camatorim' (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +25% Crit.mult +31.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ----- def ----- Defense +33 (+17 eff.) Resists +6% lightning +9% fire +1% physical Spell.save +3 (+2 eff.) Stun/Frz- +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 131.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eclipsehacker the steel steamgun4.0 T2 steamgun 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * 10% chance to reduce damage dealt by 24% Uses 2.0 Steam While equipped: Stats +3 Str +6 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% blight Acc +6 (+3 eff.) On Hit (Ranged): * 10% chance to reduce damage dealt by 24% ----- def ----- Max.HP +28.00 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Islolemira4.0 T2 steamgun 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil dps ---------- Phys.crit +4.0% Dmg.mod +3% blight +3% arcane Acc +12 (+6 eff.) ----- def ----- Max.HP +10.00 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Bethuna the iron steamsaw (12-19 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Melee+ +7 cold Uses 1.0 Steam While equipped: Stats +1 Str +3 Mag +1 Con dps ---------- Crit.mult +5.00% Acc +10 (+5 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Max.stam +30.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron waraxe 'Cyrilaith' (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Defense +30 (+15 eff.) Max.HP +10.00 One-handed war axes. |
steel waraxe 'Belorach' (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +6% physical Acc +7 (+4 eff.) ----- def ----- Resists +3% acid +6% fire +3% light +3% nature One-handed war axes. |
steel waraxe 'Geturafang' (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 20% chance to reduce armor by 35% While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +25% ---------- misc See.Invis +9 One-handed war axes. |
steel waraxe 'Tarruhir' (24-34 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 physical On Hit.r1 +12 mind +11 fire While equipped: dps ---------- Phys.crit +4.0% Res.pen +25% physical ----- def ----- Armour +4 ---------- misc Stam/turn +2.00 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Layyrada1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +2 Wil +8 Con dps ---------- Dmg.mod +6% blight ---------- misc Mana/turn +0.12 Max.mana +24.00 Infravis +3 A belt that goes around your waist. |
grounding hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +7% lightning +7% temporal Mind.save +8 (+2 eff.) A belt that goes around your waist. |
reinforced hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +10 Defense +7 (+4 eff.) Phys.save +26 (+9 eff.) A belt that goes around your waist. |
rough leather belt 'Chalygar'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +2 Con dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Res.pen +25% temporal Melee Ret 8 temporal ----- def ----- Armour +7 Defense +6 (+3 eff.) Resists +6% temporal Phys.save +12 (+4 eff.) A belt that goes around your waist. |
Arthylar (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +5 Wil +4 Cun +1 Con dps ---------- Mind.crit +5% Crit.mult +16.00% Res.pen +15% arcane +10% temporal Acc +8 (+4 eff.) Apr +8 Melee Ret 4 arcane ----- def ----- Defense +2 (+1 eff.) Stealth +10 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Berodor the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 4 physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% nature +11% cold Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maniramas (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +12% arcane Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Spell.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +1 Mag +3 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of fog (8 def, 8 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Resists +15% fire +16% light +21% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aramina (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +4.0% Crit.mult +20.00% Dmg.mod +11% temporal +13% physical Res.pen +9% temporal +25% mind +9% physical ----- def ----- Resists +9% all Anom.red +11 ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Driharavor the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +7 Str +3 Dex +3 Mag +2 Wil +2 Cun dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane +7% temporal ----- def ----- Resists +7% all ---------- misc Max.mana +18.00 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+8 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Issenik the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Mag +5 Wil +5 Con dps ---------- Dmg.mod +19% nature +12% acid ----- def ----- Resists +3% acid +9% all Poison- +51% Disease- +52% ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glorilaith the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 15/15. 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 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Gusevena (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +8 Mag +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +20% acid Apr +4 ----- def ----- Armour +1 Resists +12% lightning +9% cold A pair of boots made of leather. |
Venomraven the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag dps ---------- Melee Ret 2 nature ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Lisylewen' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Mind.pwr +30 (+10 eff.) Res.pen +25% mind Melee Ret 10 mind ----- def ----- Armour +4 Fatigue +3% Silence- +35% Confus- +38% Stun/Frz- +34% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 181.20 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xerylemina the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +6 Cun +4 Con dps ---------- Phys.crit +2.0% Res.pen +25% mind ----- def ----- Armour +2 Fatigue +3% Resists +2% physical Phys.save +15 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of the iron hand (0 def, 8 armour)1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +8 Disarm- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chillpall (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +6% cold ---------- misc Hate/m.crit +2.00 See.Invis +3 A pointy cloth hat, very wizardly... |
Dairodil the Stokenail (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% fire Apr +4 On Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Fatigue +5% Resists +6% light +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +3 Cun dps ---------- Phys.crit +3.0% Spell.crit +1% Mind.pwr +4 (+1 eff.) Dmg.mod +5% blight +9% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to reduce damage dealt by 24% * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +3% lightning ---------- misc Max.vim +25.00 Vimsense: Level 3.5 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 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 26, 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. |
Zeruthad the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +4 Mag +3 Wil dps ---------- Spell.pwr +15 (+5 eff.) Res.pen +15% blight ----- def ----- Armour +4 Fatigue +4% Resists +17% darkness +12% mind ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Adetira' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +13 Cun dps ---------- Crit.mult +20.00% ----- def ----- Defense +2 (+1 eff.) Mind.save +10 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
rough leather hat 'Bregoharamnir' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Mag +4 Con dps ---------- Melee Ret 2 physical ----- def ----- Armour +1 Fatigue +1% Crit.chn- 10.00% Die.at -40.00 life A hat made of leather. Very stylish. |
Smoldervein (3 def, 21 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +12% fire +9% mind Res.pen +10% fire +25% arcane +15% mind Melee Ret 10 arcane ----- def ----- Armour +21 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +8% physical +10% light +14% darkness Phys.save +14 (+5 eff.) A suit of armour made of leather. |
reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +6 Dex +3 Mag +5 Wil +5 Cun ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +41.00 A suit of armour made of leather. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +8% Resists +8% acid +5% cold HP.reg +2.00 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
462 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lelynik the Cleansehunter (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Mag dps ---------- Dmg.mod +19% nature +12% fire Melee Ret 4 nature 6 fire ----- def ----- Resists +12% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tarrodestir (dig speed 36 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +1 Wil dps ---------- Spell.crit +4% Mind.crit +5% Res.pen +5% mind Melee Ret 4 blight ---------- misc Hate/m.crit +2.00 Max.mana +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Aryrothad' (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Dex +4 Mag +2 Cun dps ---------- Dmg.mod +7% nature ----- def ----- Resists +13% nature +9% cold ---------- misc See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Veluldanne' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Res.pen +13% physical ----- def ----- Resists +12% nature Crit.chn- 15.00% Spell.save +9 (+5 eff.) Mind.save +3 (+1 eff.) Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
4 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. |
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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Mayebreba the Noonstalker [power 296] (14/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.crit +6% Dmg.mod +12% light ----- def ----- Resists +6% light ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Torchscar [power 194] (14/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +6% cold +3% blight Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 25% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Gloomminister' [power 122] (14/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% darkness ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
11 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By odolsuk the Ghoul Adventurer level 10
16th Dusk 122nd year of Ascendancy at 14:58 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By odolsuk the Ghoul Adventurer level 32
1st Time of Balance 123rd year of Ascendancy at 16:42 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By odolsuk the Ghoul Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 01:22 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By odolsuk the Ghoul Adventurer level 29
16th Regrowth 123rd year of Ascendancy at 02:34 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By odolsuk the Ghoul Adventurer level 21
61st Dusk 122nd year of Ascendancy at 22:53 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By odolsuk the Ghoul Adventurer level 30
21st Regrowth 123rd year of Ascendancy at 05:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By odolsuk the Ghoul Adventurer level 10
16th Dusk 122nd year of Ascendancy at 14:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By odolsuk the Ghoul Adventurer level 20
59th Dusk 122nd year of Ascendancy at 10:10 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By odolsuk the Ghoul Adventurer level 30
18th Regrowth 123rd year of Ascendancy at 08:24 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By odolsuk the Ghoul Adventurer level 19
55th Dusk 122nd year of Ascendancy at 17:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By odolsuk the Ghoul Adventurer level 5
6th Mirth 122nd year of Ascendancy at 17:03 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By odolsuk the Ghoul Adventurer level 29
9th Decay 122nd year of Ascendancy at 10:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By odolsuk the Ghoul Adventurer level 16
38th Dusk 122nd year of Ascendancy at 15:07 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By odolsuk the Ghoul Adventurer level 31
38th Regrowth 123rd year of Ascendancy at 04:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By odolsuk the Ghoul Adventurer level 23
67th Dusk 122nd year of Ascendancy at 00:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By odolsuk the Ghoul Adventurer level 15
35th Dusk 122nd year of Ascendancy at 06:20 see stats
Log
Bleeding from Odolsuk hits Ritch flamespitter for 39 physical damage.
Ritch flamespitter hits odolsuk for 148 fire damage.
Beloba the white wolf uses Thorn Grab.
Beloba the white wolf uses Dominate.
Odolsuk has been dominated!
odolsuk evades Beloba the white wolf.
Beloba the white wolf hits odolsuk for 122 mind, 0 lightning (122 total damage).
Thorn Grab from Beloba the white wolf hits odolsuk for 26 nature damage.
Melee retaliation hits Beloba the white wolf for 23 darkness, 0 fire, 0 acid, 18 mind (41 total damage).
Adinor the master vampire cover of leaves falls apart.
Odolsuk is lost in despair!
Salitta the skeleton archer uses Slash.
Salitta the skeleton archer performs a melee critical strike against Skeleton mage!
Skeleton mage is crippled.
Melee retaliation hits Salitta the skeleton archer for (74 absorbed), 0 physical (0 total damage).
Bleeding from Odolsuk hits Beloba the white wolf for 39 physical damage.
Salitta the skeleton archer hits Skeleton mage for 363 physical damage.
Skeleton mage uses Bone Armour.
A shield forms around skeleton mage.
Adinor the master vampire casts Bone Spear.
The shield around skeleton warrior crumbles.
Adinor the master vampire hits Skeleton warrior for (5 absorbed), 208 physical (208 total damage).
Adinor the master vampire hits odolsuk for 409 physical damage.
Bone Spike hits odolsuk for 48 physical damage.
Beloba the white wolf uses Slash.
Beloba the white wolf performs a melee critical strike against odolsuk!
Skeleton warrior is protected by a layer of thick leaves.
Beloba the white wolf hits odolsuk for 385 mind, 0 lightning, 214 nature (599 total damage).
Melee retaliation hits Beloba the white wolf for 0 darkness, 35 fire, 4 acid, 0 mind, 23 darkness, 0 fire, 0 acid, 0 mind (62 total damage).
odolsuk the level 33 ghoul adventurer was naturalised to death by Beloba the white wolf on level 5 of Dreadfell.















































































































































