











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 32 / 16% |
| Size | big |
| Lifes / Deaths | Killed by giant grey rat at level 4 on the 78th Pyre 122nd year of Ascendancy at 21:48 / 75Killed by Islaba the tempest at level 6 on the 9th Mirth 122nd year of Ascendancy at 02:15 Killed by greater teluvorta at level 8 on the 1st Flare 122nd year of Ascendancy at 14:25 Killed by giant venus flytrap at level 8 on the 1st Flare 122nd year of Ascendancy at 21:03 Killed by giant venus flytrap at level 8 on the 1st Flare 122nd year of Ascendancy at 22:19 Killed by bandit at level 9 on the 2nd Flare 122nd year of Ascendancy at 12:24 Killed by venom drake hatchling at level 9 on the 2nd Flare 122nd year of Ascendancy at 13:30 Killed by midge swarm at level 9 on the 2nd Flare 122nd year of Ascendancy at 15:19 Killed by netherworm mass at level 10 on the 3rd Flare 122nd year of Ascendancy at 16:11 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 03:54 Killed by Dozing Vorytta at level 10 on the 4th Flare 122nd year of Ascendancy at 04:03 Killed by Dozing Vorytta at level 10 on the 4th Flare 122nd year of Ascendancy at 05:02 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 06:29 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 07:53 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 09:06 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 10:14 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 12:36 Killed by Sleeping Gloreta at level 10 on the 4th Flare 122nd year of Ascendancy at 13:39 Killed by blade horror at level 10 on the 4th Flare 122nd year of Ascendancy at 17:13 Killed by animated mummy wrappings at level 13 on the 2nd Dusk 122nd year of Ascendancy at 05:42 Killed by Mayevea the chitinous spider at level 14 on the 6th Dusk 122nd year of Ascendancy at 06:32 Killed by Porythra the giant yellow ant at level 15 on the 6th Dusk 122nd year of Ascendancy at 13:44 Killed by Epoch at level 16 on the 8th Dusk 122nd year of Ascendancy at 17:18 Killed by elven corruptor at level 16 on the 8th Dusk 122nd year of Ascendancy at 21:28 Killed by uruivellas at level 18 on the 11st Dusk 122nd year of Ascendancy at 17:11 Killed by ritch larva at level 18 on the 11st Dusk 122nd year of Ascendancy at 18:15 Killed by giant fire ant at level 18 on the 11st Dusk 122nd year of Ascendancy at 19:32 Killed by onilug at level 18 on the 11st Dusk 122nd year of Ascendancy at 21:05 Killed by elder vampire at level 18 on the 11st Dusk 122nd year of Ascendancy at 22:37 Killed by luminous horror at level 18 on the 11st Dusk 122nd year of Ascendancy at 23:58 Killed by orc archer at level 18 on the 12nd Dusk 122nd year of Ascendancy at 01:40 Killed by luminous horror at level 18 on the 12nd Dusk 122nd year of Ascendancy at 03:40 Killed by Ureslak the Prismatic at level 19 on the 12nd Dusk 122nd year of Ascendancy at 06:02 Killed by Ureslak the Prismatic at level 19 on the 12nd Dusk 122nd year of Ascendancy at 07:17 Killed by yaech mindslayer at level 19 on the 12nd Dusk 122nd year of Ascendancy at 09:08 Killed by elven cultist at level 20 on the 14th Dusk 122nd year of Ascendancy at 10:45 Killed by elven cultist at level 20 on the 14th Dusk 122nd year of Ascendancy at 11:53 Killed by skeleton archer at level 20 on the 14th Dusk 122nd year of Ascendancy at 14:18 Killed by storm wyrm at level 20 on the 14th Dusk 122nd year of Ascendancy at 16:33 Killed by elder vampire at level 21 on the 14th Dusk 122nd year of Ascendancy at 19:55 Killed by orc grand master assassin at level 21 on the 14th Dusk 122nd year of Ascendancy at 21:01 Killed by wolf at level 21 on the 18th Dusk 122nd year of Ascendancy at 06:37 Killed by Xanabeth the rogue at level 22 on the 22nd Dusk 122nd year of Ascendancy at 10:33 Killed by worm that walks at level 23 on the 24th Dusk 122nd year of Ascendancy at 12:49 Killed by armoured skeleton warrior at level 25 on the 29th Dusk 122nd year of Ascendancy at 21:22 Killed by grave wight at level 25 on the 29th Dusk 122nd year of Ascendancy at 23:43 Killed by skeleton warrior at level 25 on the 30th Dusk 122nd year of Ascendancy at 01:16 Killed by skeleton magus at level 25 on the 30th Dusk 122nd year of Ascendancy at 02:24 Killed by Betadhenne the forest wight at level 25 on the 30th Dusk 122nd year of Ascendancy at 03:27 Killed by skeleton magus at level 25 on the 30th Dusk 122nd year of Ascendancy at 04:33 Killed by Betadhenne the forest wight at level 25 on the 30th Dusk 122nd year of Ascendancy at 05:50 Killed by Betadhenne the forest wight at level 25 on the 30th Dusk 122nd year of Ascendancy at 07:10 Killed by Salyyavena the spectral rat at level 26 on the 33rd Dusk 122nd year of Ascendancy at 12:52 Killed by Salymibrekira the xorn at level 27 on the 35th Dusk 122nd year of Ascendancy at 10:20 Killed by armoured skeleton warrior at level 28 on the 36th Dusk 122nd year of Ascendancy at 11:58 Killed by Ce'Nerith the dream seed at level 28 on the 36th Dusk 122nd year of Ascendancy at 16:50 Killed by venom drake at level 28 on the 36th Dusk 122nd year of Ascendancy at 21:35 Killed by venom drake at level 28 on the 36th Dusk 122nd year of Ascendancy at 23:11 Killed by Sleeping Saluvea at level 28 on the 37th Dusk 122nd year of Ascendancy at 06:17 Killed by Sleeping Saluvea at level 28 on the 37th Dusk 122nd year of Ascendancy at 07:17 Killed by Sleeping Saluvea at level 28 on the 37th Dusk 122nd year of Ascendancy at 08:35 Killed by Velodaba the giant eel at level 29 on the 40th Dusk 122nd year of Ascendancy at 06:43 Killed by Velodaba the giant eel at level 29 on the 40th Dusk 122nd year of Ascendancy at 08:31 Killed by Aeruna the umber hulk at level 30 on the 42nd Dusk 122nd year of Ascendancy at 07:34 Killed by assassin at level 30 on the 43rd Dusk 122nd year of Ascendancy at 11:33 Killed by fiery orc wyrmic at level 30 on the 43rd Dusk 122nd year of Ascendancy at 12:43 Killed by Emeldalewyn the master vampire at level 30 on the 43rd Dusk 122nd year of Ascendancy at 21:54 Killed by naga myrmidon at level 30 on the 44th Dusk 122nd year of Ascendancy at 04:52 Killed by Lord of Skulls (warrior) at level 32 on the 45th Dusk 122nd year of Ascendancy at 19:04 Killed by Lord of Skulls (warrior) at level 32 on the 45th Dusk 122nd year of Ascendancy at 20:14 Killed by The Master at level 32 on the 45th Dusk 122nd year of Ascendancy at 21:15 Killed by armoured skeleton warrior at level 32 on the 45th Dusk 122nd year of Ascendancy at 22:22 Killed by The Master at level 32 on the 45th Dusk 122nd year of Ascendancy at 23:42 Killed by elder vampire at level 32 on the 46th Dusk 122nd year of Ascendancy at 00:47 Killed by vampire lord at level 32 on the 46th Dusk 122nd year of Ascendancy at 03:17 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 16 (base 12) |
| Constitution | 30 (base 21) |
| Magic | 17 (base 12) |
| Willpower | 16 (base 12) |
| Cunning | 73 (base 60) |
Resources
| Life | 859/859 |
| Stamina | 208/208 |
| Steam | 100/100 |
| Healing Factor | 1.1592147729955 |
| Regeneration | 10.722736650208 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 34 |
| Crit Chance | 46% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Light | +15% |
| Blight | +26% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 20 |
| Physical Save | 41 |
| Spell Save | 25 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 37%( 80%) |
| Lightning | + 80%( 80%) |
| Cold | + 28%( 80%) |
| Darkness | + 55%( 80%) |
| Blight | + 20%( 70%) |
| Arcane | -17%( 40%) |
| Fire | + 44%( 80%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Pinning Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 164% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 113% efficiency and cooldown mod of 100%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 173 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (173)Turns left: 116 You completed the challenge and received: Random Artifact: Oluromidin (9-14 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): Exterminator | active |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 44 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (44)Turns left: 26 You completed the challenge and received: Random Artifact: Furnacerupture (38-61 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (308)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 28): MultiplicityTurns left: 0 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Scorched Boots (4 def, 4 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+6 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +8% Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Poison Storm: Level 4.5 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 14.97 blight damage and is poisoned for 59.88 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 86, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 253.50 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +8 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Mind.save +12 (+4 eff.) Blind- +50% A Helmet. But with steam power! |
| Tool | dwarven-steel torque of gale force [power 220] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Flashblast0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- S.pwr/crit +2 Dmg.mod +11% blight Acc +6 (+3 eff.) ----- def ----- Resists +11% blight +12% lightning HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +20.00 Disarm- +30% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of valiance 1.0 T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +3 Mag ----- def ----- Defense +8 (+4 eff.) Mind.save +7 (+2 eff.) Proj.slow +20% Max.HP +44.00 ---------- misc Mana/turn +0.16 Max.mana +23.00 A belt that goes around your waist. |
| In main hand | Shiverclash (64-97 power, 4 apr) 5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 64.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +12.0% Atk.spd 100% Melee+ +21 darkness +16 cold Against +19% Living On Hit: * splashes acid on your target dealing 41 damage and reducing their armor While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% physical ----- def ----- Phys.save +9 (+3 eff.) Massive two-handed mauls. |
| On hands | Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 304.39 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning HP.reg +8.00 Poison- +110% Disease- +60% Cut- +60% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.54 to 166.61 lightning damage (111.07 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +44% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun/Frz- +40% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 307; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, blight, cold, nature, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 blight, 3 cold, 4 nature, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 63; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 63.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 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. |
insulating steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +10% cold Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 291 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 184 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Winterkarma0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Wil +7 Con dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +15% mind +25% cold ----- def ----- Resists +16% blight +6% cold +16% nature Mind.save +9 (+3 eff.) Poison- +31% Disease- +30% Confus- +15% Amulets make your neck look great! |
clarifying gold amulet of willpower (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +15% mind Confus- +20% Amulets make your neck look great! |
cleansing gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +16% nature +10% blight Poison- +22% Disease- +24% Amulets make your neck look great! |
gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
restful gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
starlit gold amulet of magic (+2)0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% light +13% darkness Blind- +24% Amulets make your neck look great! |
clarifying stralite amulet of cunning (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +19% mind Confus- +22% Amulets make your neck look great! |
rogue's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +8 (+4 eff.) Resists +24% darkness Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
ethereal yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +20% physical Phasing +14% ----- def ----- Defense +13 (+7 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of fate (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Mana/turn +0.17 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of power (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+9 eff.) Dmg.mod +25% lightning ----- def ----- Armour +6 Hardiness +3% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff On Spell Hit: 10% Ice Shards 2 Staves designed for wielders of magic, by the greats of the art. |
Blazespawn (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Massive two-handed battleaxes. |
dwarven-steel battleaxe of daylight (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 light Against +10% Undead Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe of massacre (44-65 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 41 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% fire Massive two-handed battleaxes. |
dwarven-steel greatmaul (38-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
thought-forged dwarven-steel greatmaul of massacre (58-86 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master/Psionic Power 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +2 Wil Massive two-handed mauls. |
blazebringer's stralite greatmaul (52-79 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 52.5 - 78.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +47 fire While equipped: dps ---------- All.spd +7% Res.pen +17% fire Massive two-handed mauls. |
chilling dwarven-steel greatsword of paradox (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 cold +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
hateful dwarven-steel greatsword of dampening (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt/Psionic Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living While equipped: ----- def ----- Resists +12% acid +17% lightning +13% fire +13% cold +7% all Spell.save +14 (+7 eff.) Massive two-handed swords. |
quick stralite greatsword of evisceration (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Phys.pwr +9 (+2 eff.) Phys.spd +10% Acc +7 (+3 eff.) Massive two-handed swords. |
deep-steel trident of crippling (28-46 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of corruption (40-64 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Arcane/Master Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +13 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel longsword of erosion (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
flaming dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Nature Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 nature On Hit.r1 +9 fire Sharp, long, and deadly. |
hateful steel mace of persecution (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 darkness Against +6% Living +9% Unnatural While equipped: Stats +1 Wil Blunt and deadly. |
stralite mace of enduring (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +8 Con +8 Wil ----- def ----- Max.HP +10.00 Blunt and deadly. |
stralite mace of evisceration (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) Blunt and deadly. |
balanced dwarven-steel waraxe of torment (23-32 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +22% One-handed war axes. |
Eremeregohor the Deepsswift (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +20 darkness +16 blight On Hit: * 20% chance to reduce damage dealt by 19% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% blight +9% darkness Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger 'Eilinelralaith' (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Power 22.5 - 29.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Acc +11 (+5 eff.) ----- def ----- Defense +7 (+4 eff.) Max.HP +23.00 Disarm- +29% ---------- misc Max.psi +50.00 Sharp, short and deadly. |
flaming dwarven-steel dagger of shearing (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Res.pen +5% all Acc +8 (+4 eff.) Apr +10 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 15 While equipped: ----- def ----- Disease- +15% Sharp, short and deadly. |
warbringer's stralite dagger (26-33 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
horrifying thorny mindstar (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 6 darkness Dmg.mod +4% mind +4% darkness ---------- 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. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+7 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+6 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
windwalling stralite steamsaw (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +13% physical Shield.near.proj +40 Proj.slow +22% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Dex 24 [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
yew longbow of true flight4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +8.0% Acc +15 (+6 eff.) Longbows are used to shoot arrows at your foes. |
caustic elven-wood longbow of enduring4.0 T4 longbow 2H weapon Reqs Dex 35 [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +39 acid +45 nature While equipped: Stats +12 Con +12 Wil dps ---------- Res.pen +20% acid +20% nature Apr +8 ----- def ----- Max.HP +45.00 Longbows are used to shoot arrows at your foes. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Dex 26 [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
hardened leather sling of cunning (+6)4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Cun dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 fire While equipped: dps ---------- Dmg.mod +12% fire Res.pen +12% physical Slings are used to hurl stones or metal shots at your foes. |
stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic quiver of elven-wood arrows of accuracy (19/19, 42-58 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Arcane/Master Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +14 Crit +2.5% Capacity 19 On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Arrows are used with bows to pierce your foes to death. |
blazing quiver of elven-wood arrows of wind (21/21, 42-58 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 21 Proj.spd +200% Ranged+ +14 fire On Crit.r2 +12 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots of accuracy (9/21, 36-44 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (22/22, 52-62 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 22 On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (22/22, 42-50 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage Shots are used with slings to pummel your foes to death. |
dwarven-steel shield of resistance (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +6% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 cold Melee Ret 4 ice ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
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 (+6 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. |
focusing mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +5 Wil +9 Mag dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire ---------- misc Mana/turn +0.24 Psi/turn +0.22 Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +2 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +2 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
spellwoven mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Spell.save +16 (+8 eff.) Decaying mummy wrappings. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% light +12% darkness A suit of armour made of leather. |
Isuritira the hardened leather armour (16 def, 10 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +6 Str +9 Dex +5 Cun ----- def ----- Armour +10 Defense +16 (+8 eff.) Fatigue +8% Resists +6% lightning +27% cold +6% darkness Phys.save +5 (+1 eff.) A suit of armour made of leather. |
searing reinforced leather armour of spell shielding (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 10 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +10% acid +13% fire +5% arcane Spell.save +16 (+8 eff.) A suit of armour made of leather. |
impenetrable dwarven-steel mail armour of implacability (3 def, 24 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +24 Defense +3 (+2 eff.) Fatigue +6% Phys.save +8 (+2 eff.) A suit of armour made of mail. |
cleansing dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +10% nature +12% blight Max.HP +31.00 A suit of armour made of metal plates. |
rough leather belt 'Shiverroar'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% cold Melee Ret 4 cold ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Equi/ret +0.12 Size +1 A belt that goes around your waist. |
Nightsaw (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +30 (+15 eff.) S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +152.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
insulating pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
hardened leather hat of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.00 Equi/ret +0.70 A hat made of leather. Very stylish. |
stabilizing hardened leather hat of constitution (0) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) A hat made of leather. Very stylish. |
drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 267.6 Physical damage. If the attack hits, the target is confused (28% effect) for 6 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. |
cleansing hardened leather cap of constitution (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +7% blight A cap made of leather. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 100% cooldown modifier. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 21] great frost salve [power 21]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 100% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 198] potent healing salve [power 198]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 100% cooldown modifier. Heal 198 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 212] powerful pain suppressor salve [power 212]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 100% cooldown modifier. Let you fight up to -212 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 21] great water salve [power 21]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 100% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Nerithra the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +1 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +14% nature Res.pen +5% blight Acc +5 (+2 eff.) ----- def ----- Resists +22% nature ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
overpowered dwarven-steel torque of mindblast [power 350] (19 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 350 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
extending stralite torque of mindblast [power 250] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
cleansing elven-wood wand of clairvoyance [power 12] (15 cooldown)2.0 T4 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 12, power 44 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of shielding [power 446] (26 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By WE NEED TO GO DEEPER the Ogre Adventurer level 14
5th Dusk 122nd year of Ascendancy at 22:43 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By WE NEED TO GO DEEPER the Ogre Adventurer level 22
21st Dusk 122nd year of Ascendancy at 19:23 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By WE NEED TO GO DEEPER the Ogre Adventurer level 13
1st Dusk 122nd year of Ascendancy at 12:06 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By WE NEED TO GO DEEPER the Ogre Adventurer level 23
25th Dusk 122nd year of Ascendancy at 17:27 see stats
Level 10 (Exploration mode)
Got a character to level 10.By WE NEED TO GO DEEPER the Ogre Adventurer level 10
2nd Flare 122nd year of Ascendancy at 16:25 see stats
Level 20 (Exploration mode)
Got a character to level 20.By WE NEED TO GO DEEPER the Ogre Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 18:44 see stats
Level 30 (Exploration mode)
Got a character to level 30.By WE NEED TO GO DEEPER the Ogre Adventurer level 30
41st Dusk 122nd year of Ascendancy at 18:30 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By WE NEED TO GO DEEPER the Ogre Adventurer level 26
32nd Dusk 122nd year of Ascendancy at 01:31 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By WE NEED TO GO DEEPER the Ogre Adventurer level 5
4th Mirth 122nd year of Ascendancy at 12:12 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By WE NEED TO GO DEEPER the Ogre Adventurer level 25
30th Dusk 122nd year of Ascendancy at 03:23 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By WE NEED TO GO DEEPER the Ogre Adventurer level 28
37th Dusk 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By WE NEED TO GO DEEPER the Ogre Adventurer level 16
9th Dusk 122nd year of Ascendancy at 10:46 see stats
Log
Talent Death Dance is ready to use.
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Talent Implant: Medical Injector is ready to use.
Talent Iron Grip is ready to use.
Talent Execution is ready to use.
Talent Rune: Shielding is ready to use.
Talent Ogric Wrath is ready to use.
Talent Cloak Gesture is ready to use.
Talent Automated Cloak Tessellation is ready to use.
Talent Berserker Rage is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Blinding Speed is ready to use.
Talent Embedded Restoration Systems is ready to use.



















































































































































