













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Infinite Cat Points 1.4.0One Cat Point per level. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 Exploration |
| Sex | Female |
| Race | Drem |
| Class | Alchemist |
| Level / Exp | 44 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by glass golem (servant of pewchemist) at level 20 on the 20th Gold 123rd year of Ascendancy at 00:43 / 2Killed by Slasul at level 33 on the 3rd Gold 124th year of Ascendancy at 04:06 |
Primary Stats
| Strength | 26 (base 11) |
| Dexterity | 28 (base 16) |
| Constitution | 49 (base 34) |
| Magic | 114 (base 63) |
| Willpower | 77 (base 49) |
| Cunning | 55 (base 45) |
Resources
| Mana | 490/490 |
| Vim | 352/352 |
| Life | 934/1078 |
| Paradox | 451 |
| Steam | 100/100 |
| Healing Factor | 1.2732873839943 |
| Regeneration | 0.31832184599857 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.38095047674% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 10 |
| See Stealth | 33 |
| See Invisible | 45 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 34 |
| Crit Chance | 37% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 34 |
| Crit Chance | 34% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 68% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +45% |
| Acid | +125% |
| Light | +26% |
| Nature | +48% |
| Blight | +35% |
| Physical | +24% |
| Fire | +126% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +30% |
| Fire | +25% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 40.113109804236 (35.65183292883%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 47 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 70%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 66%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 50% |
| Poison Resistance | 41% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 670 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 448.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acid Infusion |
| talent | Defensive Posture |
| talent | Living Lightning |
| talent | Ice Core |
| talent | Body of Fire |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Curse of Death (+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 gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 479. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | 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 |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | NOTE: aaWanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Talents +5 Rocket Boots Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | 134 alchemist diamond0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | NOTE: aaaalchemist's lamp 'Scaldraider' =blind,stun; rolled= 0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +16% light +18% fire ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +5% arcane +6% light Blind- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +10 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | X-Ray Goggles (10 def, 0 armour) 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+8 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) =6str6dex=1.5 T5 hands armor Reqs Heavy armour training [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% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | NOTE: aadragonbone totem of healing 'Yarogen' [power 512] (15 cooldown) 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Dex +5 Wil ----- def ----- Resists +3% blight +3% temporal Disease- +20% ---------- misc Light +1 Infravis +1 Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 15 cooldown 100% to heal for 76. Natural totems are made by powerful wilders to store nature power. |
| On fingers | NOTE: aaaastralite bloodstone ring =custom,stun= 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
| On fingers | Ivarethra the Dawntooth =rolled=0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag +9 Wil dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +33 (+6 eff.) ----- def ----- Resists +9% light ---------- misc Max.vim +30.00 Light +3 Rings make your fingers look great! |
| Around neck | NOTE: aaaVox =silence= 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
| In main hand | NOTE: aaelven-wood starstaff 'Galebreak' (129% power, 5 apr, acid element) 5.0 T4 staff 1H weapon [Random Unique] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +29% Crit.mult +32.00% Phys.pwr +6 (+2 eff.) Spell.pwr +20 (+4 eff.) Dmg.mod +25% acid Res.pen +5% lightning Acc +7 (+3 eff.) ----- def ----- Resists +5% arcane +18% acid ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mighty Girdle |
| In off hand | Telos's Staff (Bottom Half) 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Mana/turn +5.00 Max.mana +50.00 On Spell Hit: 25% Lightning 5 The bottom part of Telos' broken staff. |
| Cloak | NOTE: aaaspellcowled elven-silk cloak of sorcery (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +11 Mag +8 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+0 eff.) Resists +25% nature +25% cold Spell.save +15 (+5 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | NOTE: aaaverdant elven-silk robe of alchemy (0 def, 10 armour) 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +15% acid +14% physical +15% cold +13% nature +19% fire Melee Ret 0 physical ----- def ----- Armour +10 Fatigue +0% Resists +15% acid +17% physical +16% fire +20% cold +15% all Crit.dmg- 35.00% HP.reg +0.00 Poison- +41% Disease- +33% Cut- +0% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 714%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 714% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 7; phase 23; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 17; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 27; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 25; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 483; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 482.55 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
biting gale rune of the titan (damage 200; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.81 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 33; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 190; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 190 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 575; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 575 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 128; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 128 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 546; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 546 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 48; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 150; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 150 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning 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. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
NOTE: aaacopper amulet 'Porywyn' =4cun= 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +5% darkness +4% temporal +5% light +5% physical Melee Ret 8 mind ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
NOTE: aaaEarthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
NOTE: aaaFeathersteel Amulet =movspd= 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
NOTE: aaawanderer's steel amulet of manastreaming =4dex3con3cun= 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +26.00 Amulets make your neck look great! |
warrior's gold amulet of dexterity (+5) =5dex=0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Giwyn the Growthquench =5st5con=0.1 T4 amulet jewelry [Rare] Disrupt While equipped: Stats +5 Str +5 Con dps ---------- Melee Ret 10 mind ----- def ----- Resists +27% nature +21% blight Mind.save +12 (+4 eff.) Poison- +36% Disease- +38% ---------- misc Light +3 Amulets make your neck look great! |
Xerobeth0.1 T4 amulet jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Melee+ 12 light 13 darkness Dmg.mod +21% blight +13% light +13% darkness Res.pen +25% blight +15% acid On Melee Ret: * 12% chance to reduce damage dealt by 23% * 13% chance to blind ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.08 Max.mana +100.00 Amulets make your neck look great! |
stralite amulet of perfection (0.19 Spell / Advanced-golemancy,0.19 Spell / Staff combat)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.19 Spell/Advanced-golemancy +0.19 Spell/Staff combat Amulets make your neck look great! |
warmaker's stralite amulet of perfection (0.32 Spell / Frost alchemy,0.32 Spell / Golemancy) =7str7dex=0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +7 Dex +8 Wil ---------- misc Masteries +0.32 Spell/Golemancy +0.32 Spell/Frost alchemy Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
wizard's copper ring of arcana (+0.14/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Silence- +21% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
Nightsong =6cun=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth =4str=0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
NOTE: aaamule's steel ring of corrosion (+24%) =acid= 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Fatigue -4% Resists +24% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's steel ring of perseverance =stun=0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +3.00 Stun/Frz- +26% ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's steel ring of fire (+20%) =fire,2cun=0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings make your fingers look great! |
savior's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of light (+24%) =4sst=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +8 Resists +24% light Rings make your fingers look great! |
Cyrosetta0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind +6% acid Res.pen +5% mind Melee Ret 6 mind ----- def ----- Resists +13% mind +15% acid Rings make your fingers look great! |
NOTE: aaaElemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine =knockback=0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gladiator's gold ring =7str8con=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
gladiator's gold ring of lightning (+26%) =4str6con=0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Rings make your fingers look great! |
gold ring of corrosion (+30%) =acid=0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +30% acid Rings make your fingers look great! |
mule's gold ring of perseverance =stun=0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.00 Stun/Frz- +28% ---------- misc Max.enc +25 Rings make your fingers look great! |
savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +10 (+2 eff.) Phys.save +9 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+4 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 make your fingers look great! |
warrior's gold ring =4st=0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
NOTE: aaaconjurer's voratun ring of perseverance =stun= 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +36% Rings make your fingers look great! |
treant's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +11 (+3 eff.) ----- def ----- Resists +11% nature +11% blight Poison- +27% Disease- +10% Rings make your fingers look great! |
wizard's voratun ring of misery0.1 T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +6 Mag dps ---------- Melee+ 26 physical Ranged+ 20 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 28 On Hit (Ranged): * 15% chance to reduce all saves and defense by 28 ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 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 48%. Rings make your fingers look great! |
Eromazor the Arclore (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Spell.crit +17% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% acid Res.pen +25% lightning +15% physical Apr +6 ----- def ----- Defense +15 (+3 eff.) Resists +18% lightning Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
NOTE: aaamagewarrior's short dragonbone magestaff of fate (136% power, 6 apr, fire element) 5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +14% Phys.pwr +11 (+4 eff.) Spell.pwr +24 (+5 eff.) Dmg.mod +30% fire Acc +10 (+5 eff.) ----- def ----- Phys.save +9 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
quick steel mace of enduring (105% power, 3 apr) =7con=3.0 T2 mace 1H weapon [Ego++] Nature/Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Dex +7 Wil +7 Con dps ---------- Phys.spd +10% Acc +8 (+4 eff.) ----- def ----- Max.HP +45.00 Blunt and deadly. |
Swordbreaker (129% power, 20 apr) =8cun8dex=1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
hateful dwarven-steel dagger of enduring (111% power, 7 apr) =9con=1.0 T3 dagger 1H weapon [Ego+] Nature/Psionic Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness Against +11% Living While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
Fogbile of the Blightspawn (132% power, 9 apr) =1hand,movspd=1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature/Master Power 133% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 lightning +9 nature On Crit.r2 +9 lightning +25 cold On Hit: * 20% chance to reduce armor by 45% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats -10 Cun +10 Mag dps ---------- Phys.crit +5.0% Mov.spd +36% Dmg.mod +6% acid Res.pen +18% lightning +13% cold +5% acid ----- def ----- Resists +9% lightning Sharp, short and deadly. |
NOTE: aaaaIsuda (130% power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon [Rare] Nature Power 131% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +12 temporal While equipped: Stats +4 Wil dps ---------- Spell.crit +3% Mind.crit +4% Phys.pwr +15 (+5 eff.) Mind.pwr +8 (+2 eff.) Melee Ret 10 blight ----- def ----- Die.at -80.00 life Max.HP +37.00 HP.reg +1.70 ---------- misc Vim/s.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic pulsing mindstar of storms (108% power, 32 apr, nature damage) =dividing = double mats?=3.0 T4 mindstar 1H weapon [Ego++] Nature Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +10.5% Atk.spd 100% On Hit: * 11% chance to slow global speed by 55% * 12% chance to reduce armor by 45% While equipped: Stats +2 Str +3 Dex +4 Mag +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 11 lightning Dmg.mod +7% lightning Res.pen +8% lightning ----- def ----- Resists +6% lightning ---------- 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. |
NOTE: aaaaVorosena the Glarerace (113% power, 40 apr, mind damage) =rolled,use after elec dam= 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +21% lightning +21% fire +24% cold Acc +25 (+10 eff.) ----- def ----- Defense +25 (+6 eff.) Resists +9% light +6% fire ---------- misc Max.stam +30.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
honing living mindstar of storms (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +7 Mag +7 Wil +7 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 13 lightning Dmg.mod +20% lightning +6% physical Res.pen +10% lightning +5% physical ----- def ----- Resists +9% lightning +6% physical ---------- 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. |
NOTE: aanature's living mindstar of venom (116% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 12 acid Dmg.mod +15% acid +5% nature Res.pen +15% acid ----- def ----- Resists +17% acid +8% blight HP.reg +3.00 Disease- +22% ---------- 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. |
Flowerthorn =12ish cun,dex,con,str=4.0 T3 longbow 2H weapon [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 nature +16 arcane On Hit.r1 +20 nature +8 cold While equipped: Stats +11 Str +14 Dex +11 Mag +12 Wil +12 Cun +12 Con dps ---------- Dmg.mod +15% arcane Res.pen +20% nature Longbows are used to shoot arrows at your foes. |
enhanced cured leather sling of piercing =4cun5str3dex=4.0 T2 sling 1H weapon [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +3 Dex +6 Mag +4 Wil +4 Cun +5 Con dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
NOTE: aatormentor's elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% Spell.pwr +15 (+3 eff.) Dmg.mod +16% all Melee Ret 0 physical ----- def ----- Armour +0 Fatigue +0% Resists +15% all HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Band of Protection =try=1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 190 damage and damages attackers striking the wearer for 54 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. |
NOTE: aaTurerobar the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +6% temporal +6% darkness +6% cold +12% nature Spell.save +11 (+3 eff.) Mind.save +15 (+5 eff.) Heal.mod +20% ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) =sleep=2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 47 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
pair of rough leather boots 'Tulethad' (3 def, 1 armour) =evasion(etherealForm)=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Armour +1 Defense +3 (+0 eff.) Resists +3% cold Stealth +0 Blind- +20% Disarm- +10% ---------- misc Light +1 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 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
NOTE: aaFulivor the pair of drakeskin leather boots (0 def, 5 armour) =reroll= 2.0 T5 feet armor [Rare] Master While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +15% acid +18% blight Res.pen +20% acid ----- def ----- Armour +5 Resists +12% fire +11% cold ---------- misc Vim/s.crit +2.00 Max.vim +30.00 A pair of boots made of leather. |
pair of voratun boots 'Chargewoe' (0 def, 5 armour) =10con10str=3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +4% Resists +27% acid +9% lightning +6% light +3% darkness Spell.save +9 (+3 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 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 'Shimmerwrest' (0 def, 2 armour) =6dex=1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +2 Str +6 Dex dps ---------- Dmg.mod +12% lightning On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Crit.dmg- 15.00% Spell.save +14 (+4 eff.) ---------- misc 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. |
NOTE: aaDagirak the Chargereaper (0 def, 2 armour) =24elec= 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +6% lightning +21% cold +6% fire ----- def ----- Armour +2 Fatigue +3% Resists +24% lightning +19% cold 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. |
Flashrot the hardened leather hat (0 def, 3 armour) =3cun4dex.Elec=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +6% arcane +3% blight Res.pen +5% lightning Apr +6 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +9% blight A hat made of leather. Very stylish. |
NOTE: aahardened leather hat 'Spiderkiller' (0 def, 3 armour) =7con= 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +15% acid +6% nature Res.pen +5% mind +25% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Fatigue +3% Resists +3% nature ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
warlord's hardened leather hat of the bounder (0 def, 3 armour) =9str6dex=2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +6 Dex +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% physical Phys.save +8 (+4 eff.) 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 110.9 Physical damage. If the attack hits, the target is confused (33% 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. |
Eastern Wood Hat (15 def, 0 armour) =Blind,12cun15dex=2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+15 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
warlord's drakeskin leather hat of might (0 def, 5 armour) =9str=2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +4 Wil +3 Con dps ---------- Phys.pwr +16 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +12 (+6 eff.) A hat made of leather. Very stylish. |
NOTE: aaTidebreacher the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +15% cold Res.pen +25% acid +10% cold +15% darkness Melee Ret 6 acid ----- def ----- Armour +4 Fatigue +4% Resists +6% acid Phys.save +18 (+9 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Telepathy Dragon Blind-Fight: No penalty when attacking invisible/stealthed Traces of a dragon's power still remain in this bleached and cracked skull. |
3 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
172 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. |
139 alchemist aquamarine0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
79 alchemist opal0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
62 alchemist onyx0.0 T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
288 alchemist lapis lazuli0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
5 alchemist emerald0.0 T3 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
88 alchemist garnet0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
47 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
NOTE: aaWintertide Phial 2.0 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. |
Eilinimina =5dex=1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Cun +2 Con ----- def ----- Crit.dmg- 10.00% ---------- misc Psi/ret +0.16 Max.hate +10.00 Light +8 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Guneduchak' =5cun3dex=1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +17% mind Apr +4 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
NOTE: aaaEldritch Pearl 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 57.22 cold damage and 48.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
NOTE: aaaSummertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 See.Stealth +0 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
mastercraft alchemist's helper0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +20% acid +20% fire +20% nature +20% blight Tinkers can be attached to normal items to improve them with steam power! |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
crude mana coil0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 39] amazing frost salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 478] great healing salve [power 478]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Heal 478 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 278] potent pain suppressor salve [power 278]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Let you fight up to -278 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 29] powerful water salve [power 29]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
Eye of the Dreaming One =sleep=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
NOTE: aaaFortune's Eye 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+5 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 1193.66 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 (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 970.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Flashsever the steel torque of mindblast [power 155] (15 cooldown) =elec,silence=2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% nature Melee Ret 4 lightning ----- def ----- Resists +6% acid +15% lightning Blast the opponent's mind dealing 170 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. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of psionic shield [power 113] (33 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
NOTE: aaaPitchtouch of the Blightspawn [power 300] (15 cooldown) =5cun= 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +3% mind +6% darkness On Melee Ret: * 33% chance to reduce strength, dexterity, and constitution by 35 * 40% chance to reduce damage dealt by 23% Blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 20% for 2 turns. 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Adeda the Frostraze [power 344] (20 cooldown) =7str=2.0 T4 wand charm [Rare] Arcane While equipped: Stats +7 Str dps ---------- Res.pen +10% physical ----- def ----- Armour +4 Resists +27% cold ---------- misc Stam/turn +2.00 Create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By pewchemist the Drem Alchemist level 27
20th Wealth 123rd year of Ascendancy at 07:48 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By pewchemist the Drem Alchemist level 27
16th Wealth 123rd year of Ascendancy at 02:07 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By pewchemist the Drem Alchemist level 34
8th Gold 124th year of Ascendancy at 20:54 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By pewchemist the Drem Alchemist level 43
2nd Shortage 124th year of Ascendancy at 02:46 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By pewchemist the Drem Alchemist level 33
12nd Steel 124th year of Ascendancy at 18:21 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By pewchemist the Drem Alchemist level 37
10th Profit 124th year of Ascendancy at 19:42 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By pewchemist the Drem Alchemist level 30
2nd Shortage 123rd year of Ascendancy at 10:37 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By pewchemist the Drem Alchemist level 15
12nd Dearth 122nd year of Ascendancy at 09:01 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By pewchemist the Drem Alchemist level 38
5th Wealth 124th year of Ascendancy at 22:32 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By pewchemist the Drem Alchemist level 31
9th Iron 124th year of Ascendancy at 13:43 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By pewchemist the Drem Alchemist level 30
21st Shortage 123rd year of Ascendancy at 04:14 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By pewchemist the Drem Alchemist level 21
9th Stralite 123rd year of Ascendancy at 19:04 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By pewchemist the Drem Alchemist level 22
38th Profit 123rd year of Ascendancy at 14:32 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By pewchemist the Drem Alchemist level 38
5th Wealth 124th year of Ascendancy at 15:58 see stats
Got eggs? (Exploration mode)
Finish the Pikataclysm event.By pewchemist the Drem Alchemist level 17
20th Steel 123rd year of Ascendancy at 22:00 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By pewchemist the Drem Alchemist level 24
8th Wealth 123rd year of Ascendancy at 18:26 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By pewchemist the Drem Alchemist level 20
44th Steel 123rd year of Ascendancy at 01:12 see stats
Level 10 (Exploration mode)
Got a character to level 10.By pewchemist the Drem Alchemist level 10
30th Voratun 122nd year of Ascendancy at 15:41 see stats
Level 20 (Exploration mode)
Got a character to level 20.By pewchemist the Drem Alchemist level 20
30th Steel 123rd year of Ascendancy at 10:08 see stats
Level 30 (Exploration mode)
Got a character to level 30.By pewchemist the Drem Alchemist level 30
1st Shortage 123rd year of Ascendancy at 18:19 see stats
Level 40 (Exploration mode)
Got a character to level 40.By pewchemist the Drem Alchemist level 40
1st Dearth 124th year of Ascendancy at 15:23 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By pewchemist the Drem Alchemist level 20
31st Steel 123rd year of Ascendancy at 19:01 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By pewchemist the Drem Alchemist level 28
16th Dearth 123rd year of Ascendancy at 20:32 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By pewchemist the Drem Alchemist level 36
19th Stralite 124th year of Ascendancy at 17:48 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By pewchemist the Drem Alchemist level 13
19th Wealth 122nd year of Ascendancy at 05:57 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By pewchemist the Drem Alchemist level 32
10th Steel 124th year of Ascendancy at 13:52 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By pewchemist the Drem Alchemist level 7
20th Voratun 122nd year of Ascendancy at 15:01 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By pewchemist the Drem Alchemist level 39
30th Wealth 124th year of Ascendancy at 15:28 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By pewchemist the Drem Alchemist level 15
1st Dearth 122nd year of Ascendancy at 00:52 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By pewchemist the Drem Alchemist level 35
3rd Stralite 124th year of Ascendancy at 18:28 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By pewchemist the Drem Alchemist level 29
1st Shortage 123rd year of Ascendancy at 13:36 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By pewchemist the Drem Alchemist level 23
6th Wealth 123rd year of Ascendancy at 10:58 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By pewchemist the Drem Alchemist level 26
15th Wealth 123rd year of Ascendancy at 04:30 see stats
Log
--------------------------------
Pewchemist casts Throw Bomb.
Pewchemist deactivates Acid Infusion.
Pewchemist activates Acid Infusion.
Pewchemist deactivates Defensive Posture.
Pewchemist activates Defensive Posture.
Pewchemist deactivates Living Lightning.
Pewchemist activates Living Lightning.
Pewchemist deactivates Ice Core.
Pewchemist activates Ice Core.
Pewchemist deactivates Body of Fire.
The raging fire around pewchemist calms down and disappears.
Pewchemist activates Body of Fire.
Pewchemist turns into pure flame!
Pewchemist casts Throw Bomb.
Pewchemist deactivates Acid Infusion.
Pewchemist activates Acid Infusion.
Pewchemist deactivates Defensive Posture.
Pewchemist activates Defensive Posture.
Pewchemist deactivates Living Lightning.
Pewchemist activates Living Lightning.
Pewchemist deactivates Ice Core.
Pewchemist activates Ice Core.
Pewchemist deactivates Body of Fire.
The raging fire around pewchemist calms down and disappears.
Pewchemist activates Body of Fire.
Pewchemist turns into pure flame!
Pewchemist casts Throw Bomb.
The raging fire around pewchemist calms down and disappears.










































































































































































