












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official 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 Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage (Technomancer) |
| Level / Exp | 35 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Voriyathra the poison ooze at level 35 on the 73rd Dusk 123rd year of Ascendancy at 00:43 / 2Killed by Voriyathra the poison ooze at level 35 on the 73rd Dusk 123rd year of Ascendancy at 01:04 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 29 (base 26) |
| Magic | 131 (base 60) |
| Willpower | 98 (base 60) |
| Cunning | 50 (base 11) |
Resources
| Life | -126/848 |
| Mana | 733/768 |
| Steam | 100/100 |
| Healing Factor | 1.143216080402 |
| Regeneration | 0.2858040201005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 13 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 31 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 31 |
| Crit Chance | 17% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +36% |
| Arcane | +31% |
| Cold | +30% |
| All | +12% |
| Lightning | +112% |
| Temporal | +31% |
| Fire | +18% |
| Darkness | +15% |
Offense: Damage Penetration
| Lightning | +71% |
| Light | +50% |
| Blight | +5% |
| Mind | +15% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 18 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 56 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 69%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 30%( 70%) |
| Fire | + 22%( 70%) |
| Darkness | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 13% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 41% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
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 426 damage for 4 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (205 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 197 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 |
| 1/5 |
| 0/5 |
| Spell / Occult technomancy | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 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 / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Feather Wind |
| beneficial effect | The time distortion has created a restoration field, healing the target for 53 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 10. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 dwarven-steel boots 'Lightningvenom' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag +3 Con dps ---------- Mind.crit +5% Mind.pwr +25 (+7 eff.) Dmg.mod +21% lightning Res.pen +10% lightning +20% darkness +15% mind ----- def ----- Armour +4 Fatigue +3% Crit.dmg- 10.00% ---------- misc Stam/turn +0.80 Max.stam +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +28% Confus- +13% ---------- misc Light +8 See.Stealth +13 See.Invis +8 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane While equipped: Stats +11 Mag +8 Wil +1 Cun dps ---------- Spell.crit +4% Dmg.mod +24% blight +19% arcane +3% darkness Res.pen +5% blight Melee Ret 10 vim draining blight ----- def ----- Resists +6% 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 20% and all saves by 33, 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. |
| On hands | heroic drakeskin leather gloves of the starseeker (0 def, 7 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag ----- def ----- Armour +7 Resists +8% light +7% darkness Mind.save +10 (+3 eff.) Max.HP +78.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 104.11 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. |
| Tool | Unridurach [power 330] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Phasing +10% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emymira the Ashstoker0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +1 Dex +5 Mag +8 Cun dps ---------- Phys.pwr +20 (+9 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% fire +19% temporal Apr +1 ----- def ----- Armour +4 Resists +19% temporal Phys.save +12 (+6 eff.) Max.HP +46.00 Disarm- +41% Pinning- +50% Knockbk- +46% Rings can have magical properties. |
| On fingers | Skywarden the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +18% cold Res.pen +25% light +10% lightning Melee Ret 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +12% lightning +36% cold +18% darkness Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | short elven-wood magestaff of the prodigy (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +13 Wil +10 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +7 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Glitterguile the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +4% Phys.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +16% light +7% darkness Spell.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Cloudquill (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 light On Hit.r1 +6 fire On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +21% lightning +6% acid Res.pen +25% lightning +25% light ----- def ----- Resists +9% lightning Sharp, short and deadly. |
| Cloak | Shockstone (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +7% Dmg.mod +15% lightning Res.pen +26% lightning Acc +30 (+11 eff.) ----- def ----- Defense +3 (+2 eff.) Fatigue -10% Resists +18% cold Max.HP +133.00 ---------- misc Max.stam +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+6 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 Talents +3 Arcane Dynamo A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
movement infusion of the duelist (speed 454%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Dexterity 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 warrior (heal 262; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 556; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 556 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. |
shielding rune of the sneak (absorb 208; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 208 damage for 3 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 |
stormshield rune (threshold 30; blocks 4; dur 4; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
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. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
4 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. |
2 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. |
4 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: Shocking 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: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring 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. |
2 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. |
5 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. |
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. |
schematic: Viral Needlegun0.1 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: 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. |
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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet of mastery (0.13 Spell / Conveyance)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Spell/Conveyance Amulets can have magical properties. |
Infernobearer0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +2 Cun dps ---------- Melee Ret 2 fire ----- def ----- Resists +9% blight +3% fire +3% light ---------- misc See.Invis +6 Amulets can have magical properties. |
conjurer's copper ring of arcana (+0.14/turn)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Silence- +24% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
Arthyntir the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +4 Mag +6 Cun ----- def ----- Defense +12 (+7 eff.) Resists +5% arcane +16% temporal Crit.dmg- 15.52% Heal.mod +15% Silence- +21% ---------- misc Infravis +2 See.Invis +18 Rings can have magical properties. |
psionicist's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil dps ---------- Acc +8 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+5 eff.) Mind.save +4 (+1 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. |
solipsist's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 14 light Ranged+ 15 light Dmg.mod +12% light Rings can have magical properties. |
titan's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+4 eff.) Phys.save +4 (+2 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 steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +8 (+3 eff.) Rings can have magical properties. |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +15% acid +12% light +5% all Res.pen +10% acid ----- def ----- Resists +24% light +5% arcane Max.HP +22.00 Disarm- +24% Pinning- +29% Knockbk- +31% 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? |
wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +11 (+5 eff.) Apr +7 ----- def ----- Defense +9 (+5 eff.) Spell.save +8 (+3 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. |
conjurer's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +9 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 21 light Ranged+ 30 light Dmg.mod +15% light Rings can have magical properties. |
conjurer's stralite ring of misery0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil +4 Cun dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 17 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 34 On Hit (Ranged): * 14% chance to reduce all saves and defense by 34 ---------- 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. |
sneakthief's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Cun +6 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Resists +19% acid +26% fire +26% lightning +21% cold Rings can have magical properties. |
magewarrior's short ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon [Ego+] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+3 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold Acc +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Runodil (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% Spell.crit +12% Mind.crit +3% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +20% lightning +6% all ----- def ----- Defense +7 (+4 eff.) Resists +6% acid Spell.save +18 (+6 eff.) HP.reg +1.10 Heal.mod +15% ---------- misc Max.stam +30.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 162.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
short yew vilestaff of fate (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Boltstreak' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +35% lightning Res.pen +5% lightning Melee Ret 2 darkness ----- def ----- Defense +7 (+4 eff.) Poison- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 120.18 light damage. Staves designed for wielders of magic, by the greats of the art. |
Dawnwinter (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning +6% fire +6% light Res.pen +10% light Melee Ret 2 fire ----- def ----- Armour +16 Hardiness +7% Resists +3% light +6% fire Phys.save +13 (+7 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of channeling (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +7% Phys.pwr +9 (+4 eff.) Spell.pwr +29 (+6 eff.) Dmg.mod +25% cold Acc +10 (+5 eff.) ---------- misc Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Adotira the Shivermire (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +42% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight ----- def ----- Defense +10 (+6 eff.) Resists +3% blight +4% physical +5% arcane +3% cold Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layygamina the Blazewalker (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +24 (+5 eff.) Dmg.mod +15% lightning +30% cold +30% mind +15% fire Res.pen +25% lightning ----- def ----- Resists +12% mind HP.reg +2.00 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of warding (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +18 (+4 eff.) Melee+ 30 fire Dmg.mod +30% cold ----- def ----- Armour +6 Defense +4 (+3 eff.) ---------- misc See.Invis +14 Wards +2 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's dwarven-steel battleaxe (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 31.5 - 47.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +16 lightning +27 cold While equipped: dps ---------- Mov.spd +43% Res.pen +14% lightning +16% cold Massive two-handed battleaxes. |
Stokeswift (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% darkness +9% fire Res.pen +26% fire ----- def ----- Armour +10 Resists +13% acid +28% cold +13% lightning +13% fire +5% arcane +6% all Spell.save +10 (+4 eff.) Max.HP +103.44 Silence- +20% Stun/Frz- +21% Massive two-handed mauls. |
inquisitor's steel greatmaul of amnesia (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Disrupt/Psionic Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
stralite greatmaul of ruin (52-78 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master Power 52.0 - 78.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +24.00% Apr +19 Massive two-handed mauls. |
iron longsword 'Charpassion' (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +12 fire While equipped: Stats +7 Str +4 Mag +5 Wil +4 Con ----- def ----- Resists +9% blight ---------- misc Light +3 See.Invis +15 Sharp, long, and deadly. |
enhanced stralite longsword (33.5-46.9 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Str +7 Dex +8 Mag +7 Wil +9 Cun +9 Con Sharp, long, and deadly. |
flaming stralite longsword of massacre (45.5-63.7 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire Sharp, long, and deadly. |
warbringer's voratun longsword of rage (42-58.8 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Str +1 Con dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +13% physical Res.pen +12% physical Acc +18 (+7 eff.) ----- def ----- Disarm- +25% Sharp, long, and deadly. |
stormbringer's stralite mace (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Nature Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +29 lightning +7 cold While equipped: dps ---------- Mov.spd +36% Res.pen +10% lightning +17% cold Blunt and deadly. |
voratun waraxe 'Velyra' (41.5-58.1 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +17 fire On Crit.r2 +29 lightning +32 cold On Hit: * 21% chance to reduce strength, dexterity, and constitution by 36 On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+6 eff.) Mov.spd +39% Res.pen +25% lightning +17% cold ----- def ----- Armour +4 Resists +9% lightning +3% temporal +3% darkness +6% fire Mind.save +3 (+1 eff.) One-handed war axes. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 229.57 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
elemental steel dagger of the mystic (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 12.0 - 15.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 134 acid damage (1/turn) While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% acid Res.pen +15% acid Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
blazebringer's stralite dagger of enduring (27-35.1 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature Power 27.0 - 35.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +49 fire While equipped: Stats +10 Con +9 Wil dps ---------- All.spd +5% Res.pen +20% fire ----- def ----- Max.HP +42.00 Sharp, short and deadly. |
enhanced voratun dagger of erosion (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 37.5 - 48.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 nature While equipped: Stats +12 Str +12 Dex +10 Mag +8 Wil +12 Cun +9 Con Sharp, short and deadly. |
mossy mindstar (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+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. |
thorny mindstar 'Ce'Novena' (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Disrupt Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% mind ----- def ----- Defense +15 (+8 eff.) Resists +24% lightning +9% darkness +5% arcane +12% mind +7% all Die.at -60.00 life ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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 of frost (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 cold Dmg.mod +10% cold Res.pen +5% cold ----- def ----- Armour +11 Resists +8% cold ---------- 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. |
mitotic pulsing mindstar of life (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +14.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 62% * 17% chance to reduce armor by 46% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +25.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming iron steamsaw of the mystic (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc 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! |
Overclocked Radius (28-42 power, 19 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Unique] Arcane/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 151% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+6 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
dwarven-steel steamsaw 'Pusstar' (33-49.5 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Rare] Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit.r1 +16 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +12% darkness +1% physical Max.HP +40.00 Blind- +20% ---------- misc Talents +2 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! |
crackling stralite steamsaw of torment (31.5-47.25 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Arcane/Psionic/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 19 lightning ----- def ----- Armour +5 Defense +8 (+5 eff.) Fatigue +10% Resists +15% lightning ---------- misc Talents +2 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! |
stralite steamsaw (31-46.5 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Normal] Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +79 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+5 eff.) Fatigue +10% ---------- misc Talents +2 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! |
stormbringer's elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +56 lightning +35 cold While equipped: dps ---------- Phys.crit +15.0% Mov.spd +48% Res.pen +30% lightning +23% cold Acc +15 (+6 eff.) Longbows are used to shoot arrows at your foes. |
gunslinger's voratun steamgun of tinkering (+5)4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Steampwr +14 (+6 eff.) Dmg.mod +15% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emulraldamira the Blindminister (14/14, 14.5-17.4 power, 6 apr)3.0 T1 shot ammo [Rare] Nature Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +4.0% Capacity 14 Proj.spd +207% Ranged+ +10 cold +21 light +20 physical On Hit.r1 +21 light On Crit.r2 +7 cold While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of accuracy (19/19, 66-79.2 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Master Power 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +17 Apr +6 Crit +7.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
Magmabreak the dwarven-steel shield (0 def, 21 armour, 72.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +30 (+12 eff.) Dmg.mod +9% acid Acc +30 (+11 eff.) ----- def ----- Armour +21 Fatigue +8% Resists +24% fire +16% physical Phys.save +9 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
scouring voratun shield of temporal resistance (+15%) (0 def, 10 armour, 193.5 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- Melee+ 20 acid 24 nature On Hit (Melee): * 20 arcane resource burn On Melee Ret: * 12 arcane resource burn * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +15% acid +14% temporal +8% nature ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of crushing (0 def, 10 armour, 200 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +11 Dex dps ---------- Phys.crit +13.0% Phys.pwr +14 (+7 eff.) Acc +12 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Zolathamas (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +6% Spell.pwr +17 (+4 eff.) S.pwr/crit +4 Res.pen +5% mind Melee Ret 2 blight ----- def ----- Resists +12% mind +7% all ---------- misc Mana/turn +0.11 Mana/s.crit +2.00 Max.mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +10% light ----- def ----- Resists +15% light +7% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Magmastake the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +3% temporal +18% darkness +6% fire Melee Ret 4 temporal ----- def ----- Resists +27% darkness +9% all Crit.dmg- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +6% physical +7% light +7% fire +8% darkness +6% cold ----- def ----- Resists +12% acid +12% physical +12% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid +5% physical +13% temporal +8% fire +7% arcane +5% cold ----- def ----- Resists +12% acid +12% physical +13% fire +12% cold +9% all ---------- misc Max.mana +27.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +5 Cun dps ---------- Spell.crit +8% Spell.pwr +17 (+4 eff.) S.pwr/crit +5 Dmg.mod +18% light +17% darkness ----- def ----- Resists +13% all Silence- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +17% blight +15% all Max.HP +75.00 HP.reg +3.60 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's hardened leather armour (14 def, 10 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +6 Cun +6 Dex ----- def ----- Armour +10 Defense +14 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
fortifying iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +40.00 A suit of armour made of mail. |
Blizzardknave the dwarven-steel mail armour (33 def, 21 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% fire Melee Ret 10 cold ----- def ----- Armour +21 Defense +33 (+17 eff.) Fatigue +12% Resists +9% cold Die.at -60.00 life A suit of armour made of mail. |
Glorivena the Blizzardresolve (5 def, 18 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +10.00% Res.pen +20% mind Melee Ret 6 cold ----- def ----- Armour +18 Defense +5 (+3 eff.) Fatigue +12% Resists +9% acid +10% physical +10% fire +9% lightning +9% cold Max.HP +110.00 ---------- misc Max.psi +30.00 A suit of armour made of mail. |
searing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +9 Fatigue +22% Resists +16% acid +16% fire A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour of implacability (0 def, 17 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego++] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +17 Fatigue +15% Phys.save +8 (+4 eff.) Max.HP +72.00 A suit of armour made of metal plates. |
Emeledhetira the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Mag +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 180 damage and damages attackers striking the wearer for 27 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Saletira the Sepsisspike1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +5 Wil +5 Cun dps ---------- Dmg.mod +18% mind Res.pen +26% light +15% mind Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +6% acid +15% nature +9% light Phys.save +16 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+5 eff.) A belt that goes around your waist. |
Frigidterror the drakeskin leather belt1.0 T5 belt armor [Random Unique] Master While equipped: Stats +15 Cun +14 Wil dps ---------- Dmg.mod +9% cold Res.pen +25% cold Against +82% Summoned Melee Ret 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% cold +15% fire +3% temporal D.Red.from +90% Summoned A belt that goes around your waist. |
Gleambane the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Melee Ret 4 light ----- def ----- Defense +1 (+1 eff.) Resists +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Winterbraid the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +8 Dex dps ---------- Dmg.mod +21% physical Res.pen +15% cold Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Heal.mod +20% Pinning- +21% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hailravage' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning Melee Ret 8 cold ----- def ----- Defense +1 (+1 eff.) Resists +15% temporal +6% light +6% blight +21% cold +9% darkness Spell.save +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 167.69 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
cashmere cloak 'Vilenigh' (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag +2 Wil +3 Con dps ---------- Phys.crit +7.0% Res.pen +10% fire +15% physical Apr +2 Melee Ret 4 nature ----- def ----- Defense +13 (+7 eff.) Resists +9% nature Phys.save +11 (+6 eff.) Die.at -40.00 life ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Phys.save +7 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 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 26% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Glareknight (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +3% temporal Res.pen +5% light ----- def ----- Armour +3 Fatigue -6% Resists +3% light +9% temporal Phys.save +18 (+9 eff.) Mind.save +13 (+4 eff.) ---------- misc Max.enc +33 A pair of boots made of leather. |
Branibar the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Phasing +30% On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +4 Fatigue +3% Resists +15% mind Silence- +34% Confus- +32% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 101 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
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 (+5 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic rough leather gloves of spellstriking (0 def, 5 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +5 Resists +4% arcane Mind.save +6 (+2 eff.) Max.HP +43.00 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. |
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. |
hardened leather gloves 'Hanyndil' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Crit.dmg- 15.00% HP.reg +2.00 ---------- misc Stam/turn +1.10 Max.stam +15.00 Max.psi +10.00 Light +2 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. |
alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +8.0% Spell.crit +18% Mind.crit +13% Crit.mult +5.00% Melee+ 8 acid 6 fire 7 cold 6 lightning ----- def ----- Armour +3 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. |
brawler's drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Dex +4 Mag +4 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +3 Phys.save +10 (+5 eff.) ---------- misc Cooldown Double Strike -1 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. |
scouring drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+4 eff.) On Melee Ret: * 27 arcane resource burn ----- def ----- Armour +3 Spell.save +9 (+3 eff.) 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. |
spellstreaming drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Spell.crit +7% Spell.pwr +10 (+2 eff.) Acc +10 (+5 eff.) Apr +10 ----- def ----- Armour +3 ---------- misc Mana/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Disarm- +64% ---------- 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
heroic voratun gauntlets (0 def, 9 armour)1.5 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +9 Fatigue +5% Mind.save +13 (+4 eff.) Max.HP +55.00 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. |
spellstreaming voratun gauntlets of magic (+4) (0 def, 3 armour)1.5 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +9% Spell.pwr +11 (+3 eff.) Dmg.mod +9% arcane ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.35 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. |
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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light A pointy cloth hat, very wizardly... |
champion's hardened leather hat of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +5 Dex +3 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) ---------- misc Light +1 A hat made of leather. Very stylish. |
bladed drakeskin leather hat of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +7 Str +4 Dex +3 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.9 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 96.41 to 289.22 lightning damage (192.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+5 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Durelaran (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: dps ---------- Res.pen +20% temporal ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +23% cold +11% nature +19% temporal Spell.save +10 (+4 eff.) Max.HP +110.00 Heal.mod +14% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Breathe water A cap made of leather. |
Getudrarig (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 46% ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +6% light +14% fire +26% blight +19% cold +5% arcane +10% lightning Spell.save +3 (+1 eff.) Mind.save +10 (+3 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
dwarven-steel helm 'Ce'Nathra' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +3 Cun dps ---------- Mind.crit +6% Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +12% acid ----- def ----- Armour +4 Fatigue +4% Resists +15% acid +11% fire +8% cold ---------- misc Equi/ret +0.16 Light +3 See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Crackleborn' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Mag +2 Cun +4 Con dps ---------- Dmg.mod +6% lightning +12% darkness Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +4% Resists +11% fire +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Dex +4 Cun +7 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists -18% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
7 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. |
5 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 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. |
9 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 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. |
3 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. |
6 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. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
3 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. |
2 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. |
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. |
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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
51 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. |
Zubumina the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str ----- def ----- Resists +6% cold +1% physical Mind.save +5 (+2 eff.) ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Korekhad'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Resists +6% temporal +9% darkness +6% cold Max.HP +51.00 Pinning- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
arcane dynamo0.0 T3 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: ---------- misc Talents +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 663.16 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 305/400 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 81 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
focusing stralite torque of gale force [power 290] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 325 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Reader the Skeleton Archmage level 27
66th Haze 122nd year of Ascendancy at 09:49 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Reader the Skeleton Archmage level 27
64th Haze 122nd year of Ascendancy at 10:54 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Reader the Skeleton Archmage level 31
38th Regrowth 123rd year of Ascendancy at 04:11 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Reader the Skeleton Archmage level 30
31st Regrowth 123rd year of Ascendancy at 17:53 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Reader the Skeleton Archmage level 29
19th Regrowth 123rd year of Ascendancy at 05:36 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Reader the Skeleton Archmage level 29
19th Regrowth 123rd year of Ascendancy at 23:03 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Reader the Skeleton Archmage level 19
72nd Dusk 122nd year of Ascendancy at 17:24 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reader the Skeleton Archmage level 21
23rd Haze 122nd year of Ascendancy at 01:59 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Reader the Skeleton Archmage level 25
62nd Haze 122nd year of Ascendancy at 18:28 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Reader the Skeleton Archmage level 18
38th Dusk 122nd year of Ascendancy at 11:48 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Reader the Skeleton Archmage level 33
39th Regrowth 123rd year of Ascendancy at 03:59 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Reader the Skeleton Archmage level 35
45th Dusk 123rd year of Ascendancy at 05:42 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Reader the Skeleton Archmage level 10
1st Summertide 122nd year of Ascendancy at 03:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Reader the Skeleton Archmage level 20
72nd Dusk 122nd year of Ascendancy at 21:42 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Reader the Skeleton Archmage level 30
20th Regrowth 123rd year of Ascendancy at 03:35 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Reader the Skeleton Archmage level 35
72nd Dusk 123rd year of Ascendancy at 15:01 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Reader the Skeleton Archmage level 27
3rd Allure 123rd year of Ascendancy at 18:43 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Reader the Skeleton Archmage level 27
13rd Regrowth 123rd year of Ascendancy at 22:12 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Reader the Skeleton Archmage level 29
20th Regrowth 123rd year of Ascendancy at 03:24 see stats
Slimefest (Nightmare (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Reader the Skeleton Archmage level 35
72nd Dusk 123rd year of Ascendancy at 01:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Reader the Skeleton Archmage level 10
1st Summertide 122nd year of Ascendancy at 03:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Reader the Skeleton Archmage level 13
13rd Dusk 122nd year of Ascendancy at 21:59 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Reader the Skeleton Archmage level 34
37th Dusk 123rd year of Ascendancy at 19:31 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Reader the Skeleton Archmage level 31
38th Regrowth 123rd year of Ascendancy at 05:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Reader the Skeleton Archmage level 18
70th Dusk 122nd year of Ascendancy at 22:47 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Reader the Skeleton Archmage level 35
73rd Dusk 123rd year of Ascendancy at 00:44 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Reader the Skeleton Archmage level 25
63rd Haze 122nd year of Ascendancy at 13:48 see stats
Log
The shield around Reader crumbles.
Voriyathra the poison ooze's Beyond the Flesh hits Reader for (399 absorbed), 0 physical, (17 absorbed), 0 nature, (14 absorbed), 0 physical, (45 absorbed), 0 physical, (30 absorbed), 0 fire (0 total damage).
Velagayalaith the slimy ooze hits Reader for (27 absorbed), 394 physical, 15 nature (409 total damage).
Melee retaliation hits Velagayalaith the slimy ooze for 5 blight, 5 light, 8 arcane (18 total damage).
Melee retaliation hits Voriyathra the poison ooze for (4 to psi shield), (6 flat reduction), 0 blight, (7 flat reduction), 0 light, (15 flat reduction), 0 arcane (0 total damage).
Talent Temporal Shield is ready to use.
Talent Chant of Fortress is ready to use.
Velagayalaith the slimy ooze's devouring flames area effect drains life from Reader!
Velagayalaith the slimy ooze's devouring flames area effect hits Reader for 25 fire damage.
Velagayalaith the slimy ooze receives 3 healing from Reader.
Reader casts Temporal Shield.
The very fabric of time alters around Reader.
Reader casts Rune: Shatter Afflictions.
Reader activates Feather Wind.
You are no longer encumbered.
Voriyathra the poison ooze uses Quick as Thought.
Voriyathra the poison ooze speeds up.
Voriyathra the poison ooze throws a finishing uppercut.
Your time shield crumbles under the damage!
The fabric of time around Reader stabilizes to normal.
The powerful time-altering energies generate a restoration field on Reader.
Reader resists the stun!
Melee retaliation hits Voriyathra the poison ooze for (5 to psi shield), (7 flat reduction), 0 blight, (9 flat reduction), 0 light, (17 flat reduction), 0 arcane (0 total damage).
Voriyathra the poison ooze hits Reader for (439 to time), 0 physical, (14 to time), 0 physical, (14 to time), 0 physical, (45 to time), 0 physical, (16 to time), 14 fire (14 total damage).
Voriyathra the poison ooze's Beyond the Flesh performs a melee critical strike against Reader!
Melee retaliation hits Voriyathra the poison ooze for (5 to psi shield), (7 flat reduction), 0 blight, (9 flat reduction), 0 light, (17 flat reduction), 0 arcane (0 total damage).
Voriyathra the poison ooze's Beyond the Flesh hits Reader for 393 physical, 17 nature, 14 physical, 45 physical, 30 fire (499 total damage).
Reader the level 35 skeleton archmage was slowly cooked to death by Voriyathra the poison ooze on level 2 of Sludgenest.
Reader deactivates Feather Wind.









































































































































































































