Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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: Live-Updating Locked Tooltip 1.7.6Allows information in locked tooltips to be updated. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 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:
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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Keys (without item letters) 1.7.6Improves keyboard navigation in the inventory and equipment dialogs. 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:
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. 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 Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Cornac |
| Class | Corruptor |
| Level / Exp | 50 / 400% |
| Size | medium |
| Lifes / Deaths | Killed by Cyriserin the water imp at level 27 on the 78th Pyre 123rd year of Ascendancy at 09:26 0 / 7Killed by Yvumina the orc assassin at level 34 on the 71st Dusk 123rd year of Ascendancy at 22:25 Killed by Isludath the orc archer at level 34 on the 72nd Dusk 123rd year of Ascendancy at 23:44 Killed by Adarianor the orc fighter at level 46 on the 70th Regrowth 124th year of Ascendancy at 21:25 Killed by saw horror at level 48 on the 73rd Regrowth 124th year of Ascendancy at 12:33 Killed by DARK SIGNS's Temporal Clone at level 49 on the 1st Pyre 124th year of Ascendancy at 16:02 Killed by Lord of Skulls (warrior) at level 50 on the 25th Pyre 124th year of Ascendancy at 05:42 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 9 (base 9) |
| Constitution | 60 (base 60) |
| Magic | 82 (base 66) |
| Willpower | 34 (base 34) |
| Cunning | 60 (base 60) |
Resources
| Life | 1127/1127 |
| Mana | 394/394 |
| Steam | 100/100 |
| Vim | 274/274 |
| Healing Factor | 1.3300507772248 |
| Regeneration | 0.3325126943062 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 11 |
| Accuracy | 4 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 26 (45%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| Physical | + 20%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Silence Resistance | 0% |
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 746 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 23 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Corruption / Blight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Overkill |
| talent | Blood Fury |
| talent | Blood Vengeance |
| talent | Dark Ritual |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Bone Shield |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by Isyvea the cave troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 127. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 warg claw. * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of fire wyrm saliva. * You've found the needed ritch stinger. | 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 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 within6 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. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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
| Tool | Gihell the Brightslicer [power 163] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+12 eff.) Dmg.mod +15% fire Res.pen +25% light Apr +5 ----- def ----- Armour +16 ---------- misc Max.stam +30.30 Setup a psionic shield, reducing all damage taken by 163 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| Quiver | 651 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Inventory
medical injector implant (efficiency 150% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 136% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 156% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -743; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -743 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 743 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 588; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 588 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 372; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 338; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 338 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 24%; mental, physical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 30%; magical, physical; dur 3; cd 10)0.1 infusion scroll [Ego] 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 and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; mental, physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 20%; magical, physical; dur 3; cd 16)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; mind, physical, darkness, light)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: 4 mind, 3 physical, 5 darkness, 5 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 141; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 141.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 218; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 218.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 33; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 200 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Abyss's kiss'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +2 Mag +4 Wil +4 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +6% fire +9% temporal ----- def ----- Fatigue -7% Resists +6% temporal Crit.dmg- 15.00% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
steel amulet 'Ragyromirab'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +14% acid +5% fire +5% cold +5% lightning ----- def ----- Resists +15% acid ---------- misc Psi/ret +0.08 Max.psi +20.00 Amulets make your neck look great! |
steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +26.00 Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Glanor =wear=0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Dmg.mod +18% blight Res.pen +25% blight ----- def ----- Resists +16% lightning Phys.save +15 (+6 eff.) Die.at -60.00 life Stun/Frz- +31% Amulets make your neck look great! |
gold amulet 'Manyrak'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Mag +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 33% * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +15% mind +18% temporal Pinning- +32% Knockbk- +38% ---------- misc Light +2 Amulets make your neck look great! |
gold amulet 'Velatira'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind ----- def ----- Fatigue -7% HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Max.psi +50.00 Light +3 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Frozenlord0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +10 (+4 eff.) Res.Cap +7% all Phys.save +37 (+14 eff.) Max.HP +42.00 HP.reg +7.00 Amulets make your neck look great! |
voratun amulet 'Eclipseweeper'0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +26% darkness +26% lightning Melee Ret 8 mind On Hit (Melee): * 21% chance to reduce damage dealt by 18% ----- def ----- Resists +9% darkness Mind.save +15 (+7 eff.) ---------- misc Psi/ret +0.12 Masteries +0.40 Corruption/Vim Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bethynor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Acc +6 (+6 eff.) ----- def ----- Resists +3% lightning ---------- misc Infravis +1 Rings make your fingers look great! |
copper ring 'Scumtorrent'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +22% fire +3% light +9% cold Rings make your fingers look great! |
copper ring of misery0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 9 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 10% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Chamudevor0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind Res.pen +25% acid ----- def ----- Resists +15% mind +15% acid Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Hathidechak0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind Apr +9 ----- def ----- Armour +14 Max.HP +28.00 Disarm- +30% Pinning- +32% Knockbk- +32% ---------- misc Max.hate +10.00 Max.psi +30.00 Rings make your fingers look great! |
Manublek0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+3 eff.) Max.HP +40.00 HP.reg +9.00 Heal.mod +11% Cut- +20% Disarm- +10% Rings make your fingers look great! |
conjurer's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Frigidfist'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +17 (+8 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% physical ----- def ----- Armour +14 Resists +3% cold Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+10 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Airbringer0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +21% mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% lightning +18% cold +6% acid Max.HP +31.00 Disarm- +34% Pinning- +37% Knockbk- +38% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Singewreath0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +9% arcane +6% fire Res.pen +5% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +9% blight Blind- +27% ---------- misc Vim/s.crit +2.00 Infravis +4 See.Stealth +13 See.Invis +13 Rings make your fingers look great! |
gold ring 'Thunderpython'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +5% Dmg.mod +12% acid ----- def ----- Defense +15 (+5 eff.) Resists +33% acid +9% fire +5% arcane +12% lightning Spell.save +6 (+3 eff.) Heal.mod +10% Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
Elildaba the Winterstriker0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Dex +3 Mag +9 Wil +2 Con dps ---------- Dmg.mod +12% cold Res.pen +25% temporal ----- def ----- Crit.dmg- 15.00% Mind.save +18 (+9 eff.) ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
Glawyn the Glacierpall0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +15% cold Melee Ret 10 mind 4 cold On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% acid +9% cold +6% mind +15% temporal Max.HP +44.00 Disarm- +40% Pinning- +44% Knockbk- +28% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Layetta the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Cun +7 Dex dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% blight ----- def ----- Resists +9% temporal Max.HP +42.00 Disarm- +36% Pinning- +44% Knockbk- +41% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Rings make your fingers look great! |
Pyrespar0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid Res.pen +15% fire ----- def ----- Defense +10 (+4 eff.) Resists +36% acid +4% physical +6% fire +15% nature +24% lightning Knockbk- +20% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sparkpower0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +13 (+7 eff.) Dmg.mod +6% blight +6% mind Res.pen +25% lightning +15% blight Phasing +30% Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Turythad0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil +10 Cun +9 Con dps ---------- Crit.mult +10.00% ----- def ----- Resists +6% light Phys.save +18 (+7 eff.) Rings make your fingers look great! |
Velonne0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +7 Str dps ---------- Phys.crit +2.0% Phys.pwr +30 (+12 eff.) Dmg.mod +17% fire ----- def ----- Defense +15 (+5 eff.) Resists +34% fire ---------- misc Light +3 See.Invis +15 Rings make your fingers look great! |
Zanuthad0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +13 (+4 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +9% nature +30% fire Crit.dmg- 15.66% Poison- +20% Silence- +20% Confus- +20% Pinning- +20% Rings make your fingers look great! |
stralite ring 'Rhytomas'0.1 T4 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Wil dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +18% blight Phasing +10% ----- def ----- Resists +22% acid +26% fire +23% cold +25% lightning Max.HP +61.00 HP.reg +15.00 Heal.mod +16% Silence- +32% ---------- misc Mana/turn +0.17 Rings make your fingers look great! |
Ce'Nalravena the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +12 Wil +10 Con dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +15% mind Melee Ret 8 mind On Hit (Melee): * 21 arcane resource burn ----- def ----- Resists +15% acid Phys.save +20 (+8 eff.) ---------- misc Equi/ret +0.20 Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal ---------- misc Anom.red +10 Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 76.73 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+10 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Radianceusher the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Wil +9 Cun dps ---------- Mind.crit +1% Dmg.mod +19% lightning Acc +13 (+13 eff.) ----- def ----- Resists +38% lightning +6% light Phys.save +14 (+6 eff.) Spell.save +18 (+9 eff.) Mind.save +18 (+9 eff.) ---------- misc Psi/ret +0.08 Max.psi +50.00 Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's voratun ring of speed0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mov.spd +25% Acc +15 (+15 eff.) ----- def ----- Defense +7 (+3 eff.) Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +6% blight Max.HP +87.00 HP.reg +14.00 Heal.mod +17% Poison- +18% Disease- +24% Rings make your fingers look great! |
voratun ring 'Boltblast'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +15% lightning +16% physical +17% nature Acc +12 (+12 eff.) ----- def ----- Resists +15% cold +16% physical +5% arcane +40% nature Rings make your fingers look great! |
Runutir1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +25% acid Acc +15 (+15 eff.) Apr +3 Melee Ret 6 physical ----- def ----- Die.at -60.00 life Max.HP +47.00 A belt that goes around your waist. |
Obsidianstreak =wear=1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Dex +6 Wil +5 Cun +3 Con dps ---------- Phys.crit +6.0% Crit.mult +13.00% Phys.pwr +21 (+9 eff.) Dmg.mod +9% darkness Res.pen +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +10% acid +3% physical +9% cold +6% fire +9% lightning Phys.save +19 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save +19 (+9 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Ravenripper'1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Dex +10 Mag +6 Cun +10 Lck dps ---------- Spell.crit +6% Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +6% darkness Res.pen +20% lightning +15% blight ----- def ----- Stealth +13 ---------- misc T.Disarm +30 Mana/turn +0.12 Vim/s.crit +2.00 Infravis +6 A belt that goes around your waist. |
Boltrage (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% blight +20% lightning Melee Ret 2 blight 6 lightning ----- def ----- Armour +3 Resists +6% lightning +10% fire +11% cold Silence- +59% Confus- +50% Stun/Frz- +50% A pair of boots made of leather. |
Girain the voratun gauntlets (15 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Mag dps ---------- Phys.crit +8.4% Crit.mult +21.07% Mind.pwr +30 (+12 eff.) ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Crit.dmg- 15.80% Mind.save +15 (+7 eff.) HP.reg +11.00 ---------- misc Stam/turn +1.50 Hate/m.crit +2.00 Max.stam +40.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 Metal gloves protecting the hands up to the middle of the lower arm. |
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 When used as an alchemist bomb: Bomb damage +5% 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
308 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
43 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+5 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun toxic cannister launcher0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 42] amazing fiery salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 79% cooldown modifier. Remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 79% cooldown modifier. Remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 540] amazing pain suppressor salve [power 540]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 79% cooldown modifier. Let you fight up to -540 life and reduces all damage by 24% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 210% efficiency and 79% cooldown modifier. Remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Hanyharahek the Blindwhisper (dig speed 12 turns)3.0 T5 digger tool [Rare] Psionic While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Dmg.mod +21% blight +15% fire +15% mind Res.pen +25% darkness +10% blight On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +5% arcane Mind.save +15 (+7 eff.) ---------- misc Vim/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 132% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 387/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 528.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
steel torque of clear mind 'Bokiromirenik' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% acid +1% physical +6% blight Pinning- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 93] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of clear mind [power 4] (20 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of gale force [power 615] (19 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 17 spaces and dealing 615 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Burnspiker' [power 365] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +6 Str +5 Dex +9 Mag +4 Con dps ---------- Res.pen +25% fire Acc +30 (+23 eff.) Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 445 Armor: 36 All Resist: 38 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Voidstake [power 410] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +6 Str dps ---------- Dmg.mod +21% darkness Res.pen +25% blight Melee Ret 6 darkness ---------- misc Max.mana +101.00 Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (410 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By DARK SIGNS the Cornac Corruptor level 33
38th Dusk 123rd year of Ascendancy at 10:07 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DARK SIGNS the Cornac Corruptor level 28
79th Pyre 123rd year of Ascendancy at 01:13 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By DARK SIGNS the Cornac Corruptor level 33
36th Dusk 123rd year of Ascendancy at 07:20 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By DARK SIGNS the Cornac Corruptor level 40
5th Decay 123rd year of Ascendancy at 16:03 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DARK SIGNS the Cornac Corruptor level 45
62nd Regrowth 124th year of Ascendancy at 01:52 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By DARK SIGNS the Cornac Corruptor level 37
79th Dusk 123rd year of Ascendancy at 12:39 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By DARK SIGNS the Cornac Corruptor level 44
55th Regrowth 124th year of Ascendancy at 15:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DARK SIGNS the Cornac Corruptor level 28
6th Mirth 123rd year of Ascendancy at 18:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By DARK SIGNS the Cornac Corruptor level 35
75th Dusk 123rd year of Ascendancy at 07:55 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By DARK SIGNS the Cornac Corruptor level 39
3rd Decay 123rd year of Ascendancy at 11:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DARK SIGNS the Cornac Corruptor level 21
3rd Pyre 123rd year of Ascendancy at 03:40 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DARK SIGNS the Cornac Corruptor level 29
7th Dusk 123rd year of Ascendancy at 15:45 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By DARK SIGNS the Cornac Corruptor level 33
36th Dusk 123rd year of Ascendancy at 00:06 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DARK SIGNS the Cornac Corruptor level 28
79th Pyre 123rd year of Ascendancy at 00:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DARK SIGNS the Cornac Corruptor level 10
71st Haze 122nd year of Ascendancy at 13:47 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DARK SIGNS the Cornac Corruptor level 20
1st Time of Balance 123rd year of Ascendancy at 09:36 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By DARK SIGNS the Cornac Corruptor level 30
29th Dusk 123rd year of Ascendancy at 09:44 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By DARK SIGNS the Cornac Corruptor level 40
4th Decay 123rd year of Ascendancy at 09:18 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By DARK SIGNS the Cornac Corruptor level 50
2nd Pyre 124th year of Ascendancy at 01:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By DARK SIGNS the Cornac Corruptor level 34
51st Dusk 123rd year of Ascendancy at 18:31 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DARK SIGNS the Cornac Corruptor level 49
2nd Pyre 124th year of Ascendancy at 00:55 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By DARK SIGNS the Cornac Corruptor level 29
16th Dusk 123rd year of Ascendancy at 04:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DARK SIGNS the Cornac Corruptor level 20
2nd Pyre 123rd year of Ascendancy at 01:06 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By DARK SIGNS the Cornac Corruptor level 36
75th Dusk 123rd year of Ascendancy at 23:44 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By DARK SIGNS the Cornac Corruptor level 28
79th Pyre 123rd year of Ascendancy at 01:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DARK SIGNS the Cornac Corruptor level 32
35th Dusk 123rd year of Ascendancy at 16:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DARK SIGNS the Cornac Corruptor level 12
80th Haze 122nd year of Ascendancy at 23:31 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By DARK SIGNS the Cornac Corruptor level 28
79th Pyre 123rd year of Ascendancy at 01:13 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By DARK SIGNS the Cornac Corruptor level 37
76th Haze 123rd year of Ascendancy at 18:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DARK SIGNS the Cornac Corruptor level 6
57th Haze 122nd year of Ascendancy at 15:31 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By DARK SIGNS the Cornac Corruptor level 49
1st Time of Balance 124th year of Ascendancy at 19:51 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DARK SIGNS the Cornac Corruptor level 41
6th Allure 124th year of Ascendancy at 12:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DARK SIGNS the Cornac Corruptor level 25
43rd Pyre 123rd year of Ascendancy at 20:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DARK SIGNS the Cornac Corruptor level 17
59th Regrowth 123rd year of Ascendancy at 14:22 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DARK SIGNS the Cornac Corruptor level 32
35th Dusk 123rd year of Ascendancy at 17:10 see stats
Log
There is an item here: Bolbum's Big Knocker (176% power, 10 apr, physical element)
There is an item here: Gravitational Staff (136% power, 8 apr, physical element)
There is an item here: Penitence (111% power, 4 apr, nature element)
There is an item here: Razorblade, the Cursed Waraxe (147% power, 16 apr)
There is an item here: Blood-Letter (140% power, 4.5 apr)
There is an item here: Dayward the drakeskin leather belt
There is an item here: Neira's Memory
There is an item here: Band of Protection
There is an item here: Mighty Girdle
There is an item here: Girdle of the Calm Waters
There is an item here: Steam Powered Boots (8 def, 15 armour)
There is an item here: Aeresus the pair of dwarven-steel boots (0 def, 4 armour)
There is an item here: Boots of the Hunter (2 def, 12 armour)
There is an item here: Shoes of Slowly Moving Quickly (0 def, 0 armour)
There is an item here: Shoes of Moving Quickly (10 def, 12 armour)
There is an item here: Misahell the pair of hardened leather boots (0 def, 10 armour)
There is an item here: Eden's Guile (2 def, 1 armour)
There is an item here: Frost Treads (1 def, 4 armour)
There is an item here: Hydra's Bite (168% power, 7 apr)
There is an item here: Focus Whip (118% power, 7 apr)
There is an item here: Wind Worn Shot (25/25, 148% power, 15 apr)
There is an item here: Star Shot (20/20, 139% power, 15 apr)
There is an item here: Thundercrack (16/16, 143% power, 8 apr)
There is an item here: Frozen Shards (25/25, 139% power, 15 apr)
























































































































































