







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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 Inferno Race Pack 1.7.0Adds a collection of my races. 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:
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: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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:
Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Zilquish |
Class | White Monk (Way of the Transcendent Spirit) |
Level / Exp | 50 / 406% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 205 (base 80) |
Dexterity | 142 (base 90) |
Constitution | 173 (base 55) |
Magic | 30 (base 10) |
Willpower | 158 (base 90) |
Cunning | 146 (base 90) |
Resources
Life | 3881/3405 |
Stamina | 951/951 |
Healing Factor | 2.0588822787633 |
Regeneration | 144.9461543253 |
Speed
Mental | +51.412307583838% |
Attack | 0% |
Movement | +68.168323214258% |
Spell | 0% |
Global | +180% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 22.160696125856 |
See Stealth | 76.54813578255 |
See Invisible | 101.8337047894 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 328 |
Accuracy | 100 |
Crit Chance | 104% |
APR | 92 |
Speed | 0.66 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 126 |
Crit Chance | 85% |
Speed | 1 |
Offense: Damage Bonus
Physical | +45% |
Lightning | +39% |
Fire | +27% |
Darkness | +18% |
Cold | +12% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +16% |
Light | +25% |
Temporal | +15% |
Arcane | +10% |
Physical | +65% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 83.141648374255 (100%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 52 |
Mental Save | 72 |
Defense: Resistances
Acid | + 29%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Lightning | + 33%( 70%) |
Physical | + 67%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 38%( 70%) |
Mind | + 22%( 70%) |
Fire | + 31%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 50% |
Blind Resistance | 10% |
Disarm Resistance | 20% |
Bleed Resistance | 50% |
Pinning Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 167 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 Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 476 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Martial Arts | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Transcending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mending | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Zilquish | 1.40 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Lethality | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Measured Blows |
talent | Aura of Protection |
talent | Blade Flurry |
talent | Apply Poison |
talent | Volatile Poison |
talent | Daunting Presence |
talent | Insidious Poison |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The thrill of combat improves the target's maximum life by 17%, life regeneration by 35.42, and stamina regeneration by 7.08. Bloodbath |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Loit the uruivellas. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Willpower 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2347. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. * You've found the needed electric eel tail. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 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. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +6 Mag +12 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +3% arcane Melee Ret 4 mind ----- def ----- Armour +15 Hardiness +11% Fatigue +5% Resists +11% physical Die.at -40.00 life HP.reg +8.00 Blind- +10% Disarm- +20% ---------- misc Stam/turn +1.40 Max.stam +29.00 Unarmed combat: Power 41.0 - 57.4 Physical Uses 100% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Hit: 5% Stone Touch 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +23 Dex +5 Cun dps ---------- Crit.mult +5.00% Phys.pwr +20 (+3 eff.) Dmg.mod +12% fire Acc +10 (+2 eff.) Apr +8 Melee Ret 4 fire ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Resists +25% darkness +6% arcane ---------- misc Infravis +8 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 2455.2 Physical damage. If the attack hits, the target is confused (47% 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. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +10 Wil dps ---------- Phys.crit +13.0% Mind.crit +16% Dmg.mod +18% darkness +12% cold ----- def ----- Resists +6% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +30 (+8 eff.) Dmg.mod +15% physical Res.pen +15% temporal Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 88% ----- def ----- Resists +6% lightning +15% physical Spell.save +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +14 Cun dps ---------- Mind.pwr +20 (+2 eff.) Melee+ 35 physical Ranged+ 35 physical Res.pen +27% physical Acc +25 (+4 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 57 On Hit (Ranged): * 14% chance to reduce all saves and defense by 57 ----- def ----- Phys.save +15 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.stam +32.03 Max.hate +15.00 Infravis +3 Bleeding Edge: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +18.00% Phys.pwr +32 (+4 eff.) Dmg.mod +15% fire Acc +9 (+2 eff.) Apr +18 ----- def ----- Resists +9% nature ---------- misc Infravis +3 See.Invis +25 Amulets make your neck look great! |
Main armor | ![]() 9.0 T5 light armor [Rare] Psionic While equipped: Stats +8 Dex +9 Wil +12 Cun dps ---------- Phys.crit +5.0% Crit.mult +24.82% Dmg.mod +15% physical Acc +35 (+6 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +6% physical Mind.save +25 (+7 eff.) A suit of armour made of leather. |
Absorbed Mindstar | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 light On Hit: * 10% chance to reduce all saves and defense by 57 While equipped: Stats +21 Str +5 Dex +6 Mag +5 Wil +1 Cun -9 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Melee+ 17 lightning Dmg.mod +15% lightning +3% mind Res.pen +16% lightning +25% light ----- def ----- Resists +14% lightning Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +30.00 HP.reg +1.60 ---------- misc Equi/ret +1.80 Light +2 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. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +8 (+1 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +6% mind +5% arcane Crit.dmg- 15.15% Phys.save +16 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +28 (+7 eff.) Max.HP +64.00 Heal.mod +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +12 Cun +6 Wil dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +25 (+3 eff.) Dmg.mod +15% lightning Res.pen +25% darkness ----- def ----- Defense +3 (+1 eff.) ---------- misc Equi/ret +0.32 Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +5 Cun +6 Con +10 Lck dps ---------- Mind.crit +2% Crit.mult +15.00% Phys.pwr +15 (+2 eff.) Dmg.mod +9% lightning Res.pen +10% arcane ----- def ----- Phys.save +15 (+4 eff.) Stealth +14 Max.HP +67.00 ---------- misc T.Disarm +26 Mana/turn +0.16 Psi/ret +0.16 Max.vim +20.00 Infravis +6 Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 367 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 12 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 12 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 37%, your defense is increased by 37 and all your resistances by 37%. 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. |
![]() 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 532 damage for 4 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. |
![]() 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 556 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. |
![]() 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 232 with a minimum range of 15. 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. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +8 Cun +17 Con dps ---------- Mov.spd +10% Dmg.mod +3% acid +3% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 57 ----- def ----- Fatigue -10% Resists +24% lightning +6% acid HP.reg +3.00 Stun/Frz- +34% ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Wil +6 Cun +8 Con +17 Lck dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +15 (+3 eff.) Melee Ret 4 blight ----- def ----- Defense +20 (+4 eff.) Fatigue -9% Unseen.red 19% HP.reg +5.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Stam/turn +1.20 Mana/s.crit +2.00 Masteries +0.29 Technique/Rending Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Crit.mult +36.00% Spell.pwr +15 (+4 eff.) Dmg.mod +14% blight +14% fire Res.pen +10% arcane ----- def ----- Fatigue -9% Resists +5% arcane Phys.save +3 (+1 eff.) HP.reg +3.00 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +5 Dex dps ---------- Mind.crit +4% Melee Ret 6 nature ----- def ----- Armour +2 Resists +12% temporal Pinning- +26% Knockbk- +23% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +10 Resists +6% nature +1% physical Die.at -40.00 life Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Armour +8 Defense +15 (+3 eff.) HP.reg +3.00 Confus- +20% Stun/Frz- +21% ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Phys.pwr +20 (+3 eff.) Spell.pwr +18 (+5 eff.) Mind.pwr +19 (+2 eff.) Dmg.mod +6% all Melee Ret 11 mind ----- def ----- Resists +13% nature +21% blight HP.reg +9.00 Poison- +21% Disease- +30% Stun/Frz- +48% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +25 (+3 eff.) Dmg.mod +20% lightning +21% physical +9% nature Melee Ret 10 lightning ----- def ----- Armour +6 Resists +40% lightning ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 82.0 - 131.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 430 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +39.0% Phys.pwr +20 (+3 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 57 ----- def ----- Resists +9% acid +3% light +6% nature +5% arcane Mind.save +6 (+2 eff.) Disease- +10% Massive two-handed swords. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) Dmg.mod +8% mind +5% darkness Res.pen +15% acid +5% mind +6% darkness ----- def ----- Resists +6% mind +3% fire Spell.save +9 (+3 eff.) Mind.save +4 (+1 eff.) Die.at -20.00 life ---------- misc Psi/turn +0.40 Max.hate +3.00 Max.psi +21.00 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. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+1 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 21 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +10 Wil +6 Cun +4 Con dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+0 eff.) Res.pen +15% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun 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 +22 (+3 eff.) Melee+ 20 physical Dmg.mod +20% physical Res.pen +15% physical ----- def ----- Resists +9% light +20% physical Disease- +25% Cut- +20% Silence- +20% Stun/Frz- +10% ---------- misc Hate/kill +5.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 275.01 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 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. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.crit +12.0% Res.pen +13% all Acc +50 (+9 eff.) Apr +12 On Hit (Ranged): * 20% chance to slow global speed by 88% ----- def ----- Resists +9% cold Spell.save +3 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 40.0 - 60.0 Occult Uses 100% Mag, 40% Wil Acc+ +0.2% crit chance (max 25%) Apr +45 Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+4 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Defense +8 (+2 eff.) Spell.save +5 (+2 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +11 Str +4 Wil +6 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +9% cold Res.pen +15% nature ----- def ----- Armour +6 Defense +25 (+5 eff.) Resists +16% temporal Phys.save +15 (+4 eff.) Disarm- +21% Stun/Frz- +20% ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +12% darkness Res.pen +25% darkness ----- def ----- Armour +12 Defense +25 (+5 eff.) Resists +11% fire +11% cold Phys.save +15 (+4 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +5 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +12 Mana/turn +0.18 Max.mana +25.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +22.00% Dmg.mod +12% acid +24% fire Acc +10 (+2 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Defense +2 (+0 eff.) Resists +21% lightning Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Destala's Scales. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +3% blight Res.pen +5% blight Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+2 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+9 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +14 Wil dps ---------- Crit.mult +20.00% Mind.pwr +10 (+1 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 57 ----- def ----- Armour +4 Fatigue +3% Resists +9% blight ---------- misc Equi/ret +0.08 Blink to a nearby random location (rad 11) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Mind.pwr +9 (+1 eff.) Mov.spd +10% Res.pen +9% physical On Hit (Melee): * 21 arcane resource burn ----- def ----- Armour +13 Fatigue -5% Resists +6% darkness Mind.save +3 (+1 eff.) Max.HP +140.00 Cut- +10% Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 Infravis +3 Blindside: Puts all charms on 21 cooldown Level 2.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +12 Lck +8 Dex ----- def ----- Armour +5 Defense +35 (+6 eff.) Resists +24% light +12% temporal Phys.save +18 (+4 eff.) Stealth +13 Max.HP +120.00 Pinning- +25% Knockbk- +25% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 6 cold ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +2% Resists +5% lightning +6% temporal +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +9 Str +7 Dex +6 Con +15 Lck dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +15% mind Acc +25 (+4 eff.) ----- def ----- Armour +5 Defense +25 (+5 eff.) Resists +7% physical Phys.save +15 (+4 eff.) Stealth +15 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +25 (+5 eff.) Fatigue -3% Resists +5% arcane Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +19% Mind.crit +5% Crit.mult +10.00% Spell.pwr +8 (+2 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.19 Unarmed combat: Power 33.5 - 36.9 Physical Uses 100% Wil, 60% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +11.0% Atk.spd 125% Melee+ +7 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +28% acid A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 83 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+2 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 25 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +10 Str +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+0 eff.) Dmg.mod +18% cold Res.pen +15% acid +15% cold Melee Ret 4 cold ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +12% cold +25% mind Mind.save +25 (+7 eff.) Confus- +46% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 2455.2 Physical damage. If the attack hits, the target is confused (47% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +18 Str +8 Dex dps ---------- Crit.mult +20.00% ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +2% physical Phys.save +23 (+5 eff.) ---------- misc Max.stam +20.00 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 2455.2 Physical damage. If the attack hits, the target is confused (47% 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 cap made of leather. This object's appearance was changed to Quasit's Skull. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +6 Dex +5 Wil dps ---------- Mind.crit +6% Spell.pwr +37 (+9 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +18% blight Res.pen +20% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.24 Mana/s.crit +2.47 Vim/s.crit +2.47 Max.psi +61.64 See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 9.0 T4 light armor [Rare] Nature While equipped: Stats +3 Dex +5 Wil dps ---------- Crit.mult +21.35% Phys.pwr +32 (+4 eff.) Dmg.mod +21% nature Melee Ret 11 nature 6 darkness ----- def ----- Armour +13 Defense +12 (+2 eff.) Fatigue +8% Resists +22% blight +26% darkness Phys.save +9 (+2 eff.) ---------- misc Light +2 A suit of armour made of leather. This object's appearance was changed to Spider-Silk Robe of Spydrë (Madness). |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 40, based on Cunning and Magic) for 10 turns. Uses 42 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.crit +9.0% Res.pen +10% mind Apr +12 Melee Ret 2 mind ----- def ----- Armour +16 Defense +31 (+6 eff.) Fatigue +8% Resists +9% mind Mind.save +16 (+4 eff.) Max.HP +58.00 HP.reg +4.20 Heal.mod +18% ---------- misc Stam/turn +1.10 Second Wind: (Instant) Puts all charms on 29 cooldown Level 4.5 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 416 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Defense +22 (+4 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.pwr +5 (+0 eff.) Melee Ret 6 fire ----- def ----- Resists +9% darkness Max.HP +25.00 ---------- misc Hate/m.crit +5.00 Max.stam +18.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +6% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 46% ----- def ----- Resists +10% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+2 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +6% lightning +18% cold +3% nature Blind- +29% Confus- +16% ---------- misc Psi/ret +0.04 Hate/m.crit +4.00 Light +8 See.Stealth +10 See.Invis +9 Track: Puts all charms on 34 cooldown Level 4.2 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +2 Mag +1 Wil ----- def ----- Resists +9% acid ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Phys.crit +3.0% Dmg.mod +36% blight +30% darkness Res.pen +31% acid Melee Ret 30 fire ----- def ----- Defense +25 (+5 eff.) Resists +24% acid +9% fire ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +10% darkness Affinity +5% light Phys.save +13 (+3 eff.) Heal.mod +22% ---------- misc Light +7 Sun Flare: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 215.92 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Ego] Nature/Master Power 14.5 - 17.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 24 Ranged+ +8 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zilfist the Zilquish White Monk level 41
7th Haze 122nd year of Ascendancy at 06:44 see stats
By Zilfist the Zilquish White Monk level 50
74th Haze 122nd year of Ascendancy at 14:09 see stats
By Zilfist the Zilquish White Monk level 40
72nd Dusk 122nd year of Ascendancy at 03:59 see stats
By Zilfist the Zilquish White Monk level 45
36th Haze 122nd year of Ascendancy at 17:46 see stats
By Zilfist the Zilquish White Monk level 45
39th Haze 122nd year of Ascendancy at 23:49 see stats
By Zilfist the Zilquish White Monk level 43
33rd Haze 122nd year of Ascendancy at 14:49 see stats
By Zilfist the Zilquish White Monk level 21
7th Flare 122nd year of Ascendancy at 11:18 see stats
By Zilfist the Zilquish White Monk level 41
17th Haze 122nd year of Ascendancy at 18:20 see stats
By Zilfist the Zilquish White Monk level 49
73rd Haze 122nd year of Ascendancy at 14:34 see stats
By Zilfist the Zilquish White Monk level 42
30th Haze 122nd year of Ascendancy at 13:37 see stats
By Zilfist the Zilquish White Monk level 35
24th Dusk 122nd year of Ascendancy at 14:37 see stats
By Zilfist the Zilquish White Monk level 27
16th Dusk 122nd year of Ascendancy at 04:38 see stats
By Zilfist the Zilquish White Monk level 26
16th Dusk 122nd year of Ascendancy at 02:33 see stats
By Zilfist the Zilquish White Monk level 25
9th Flare 122nd year of Ascendancy at 21:29 see stats
By Zilfist the Zilquish White Monk level 47
40th Haze 122nd year of Ascendancy at 00:43 see stats
By Zilfist the Zilquish White Monk level 38
26th Dusk 122nd year of Ascendancy at 21:43 see stats
By Zilfist the Zilquish White Monk level 10
6th Mirth 122nd year of Ascendancy at 19:22 see stats
By Zilfist the Zilquish White Monk level 20
6th Flare 122nd year of Ascendancy at 00:44 see stats
By Zilfist the Zilquish White Monk level 30
18th Dusk 122nd year of Ascendancy at 00:58 see stats
By Zilfist the Zilquish White Monk level 40
70th Dusk 122nd year of Ascendancy at 11:10 see stats
By Zilfist the Zilquish White Monk level 50
74th Haze 122nd year of Ascendancy at 07:36 see stats
By Zilfist the Zilquish White Monk level 50
52nd Regrowth 123rd year of Ascendancy at 14:56 see stats
By Zilfist the Zilquish White Monk level 38
34th Dusk 122nd year of Ascendancy at 10:48 see stats
By Zilfist the Zilquish White Monk level 50
12nd Regrowth 123rd year of Ascendancy at 03:34 see stats
By Zilfist the Zilquish White Monk level 38
67th Dusk 122nd year of Ascendancy at 14:26 see stats
By Zilfist the Zilquish White Monk level 38
26th Dusk 122nd year of Ascendancy at 07:28 see stats
By Zilfist the Zilquish White Monk level 43
30th Haze 122nd year of Ascendancy at 22:29 see stats
By Zilfist the Zilquish White Monk level 11
7th Mirth 122nd year of Ascendancy at 19:41 see stats
By Zilfist the Zilquish White Monk level 20
6th Flare 122nd year of Ascendancy at 16:36 see stats
By Zilfist the Zilquish White Monk level 50
30th Regrowth 123rd year of Ascendancy at 03:50 see stats
By Zilfist the Zilquish White Monk level 16
3rd Summertide 122nd year of Ascendancy at 23:33 see stats
By Zilfist the Zilquish White Monk level 50
28th Regrowth 123rd year of Ascendancy at 23:54 see stats
By Zilfist the Zilquish White Monk level 25
9th Flare 122nd year of Ascendancy at 20:34 see stats
By Zilfist the Zilquish White Monk level 17
3rd Flare 122nd year of Ascendancy at 03:16 see stats
By Zilfist the Zilquish White Monk level 40
71st Dusk 122nd year of Ascendancy at 14:33 see stats
By Zilfist the Zilquish White Monk level 50
52nd Regrowth 123rd year of Ascendancy at 15:30 see stats
Log
Measured Blows performs a melee critical strike against Training Dummy!
Measured Blows performs a melee critical strike against Training Dummy!
Measured Blows hits Training Dummy for 4768 physical, 28 lightning, 61 physical, 5112 physical, 3618 physical, 28 lightning, 61 physical, 28 lightning, 61 physical (13766 total damage).
Zilfist hits Training Dummy for 4037 physical, 3285 physical, 28 lightning, 61 physical, 28 lightning, 61 physical, 5077 physical, 2894 physical, 28 lightning, 61 physical, 28 lightning, 61 physical, 4645 physical, 28 lightning, 61 physical (20384 total damage).
Deadly Poison from Zilfist hits Training Dummy for 589 nature damage.
Bleeding from Zilfist hits Training Dummy for 13066 physical damage.
Zilfist performs a melee critical strike against Training Dummy!
Zilfist gains an extra blow!
Measured Blows performs a melee critical strike against Training Dummy!
Measured Blows performs a melee critical strike against Training Dummy!
Zilfist performs a melee critical strike against Training Dummy!
Zilfist performs a melee critical strike against Training Dummy!
Zilfist gains an extra blow!
Measured Blows performs a melee critical strike against Training Dummy!
Zilfist performs a melee critical strike against Training Dummy!
Zilfist performs a melee critical strike against Training Dummy!
Zilfist gains an extra blow!
Measured Blows performs a melee critical strike against Training Dummy!
Zilfist gains an extra blow!
Measured Blows performs a melee critical strike against Training Dummy!
Measured Blows performs a melee critical strike against Training Dummy!
Measured Blows hits Training Dummy for 4865 physical, 3464 physical, 28 lightning, 61 physical, 28 lightning, 61 physical, 4477 physical, 28 lightning, 61 physical, 3407 physical, 28 lightning, 61 physical, 4424 physical, 3138 physical, 28 lightning, 61 physical, 28 lightning, 61 physical (24311 total damage).
Zilfist hits Training Dummy for 4513 physical, 28 lightning, 61 physical, 4169 physical, 2984 physical, 28 lightning, 61 physical, 28 lightning, 61 physical, 4751 physical, 2882 physical, 28 lightning, 61 physical, 28 lightning, 61 physical (19744 total damage).
Deadly Poison from Zilfist hits Training Dummy for 589 nature damage.
Bleeding from Zilfist hits Training Dummy for 15955 physical damage.
Zilfist is no longer transcendant.
Zilfist no longer feels strong.
Training Dummy's morale has been lowered.
Zilfist no longer revels in blood quite so much.