Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Items Vault 1.7.0Donators/Buyers bonus! Boring Steamsaw Sound 1.6.0Replaces steamsaw sound with default melee attack sound. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Halfling |
Class | Writhing One |
Level / Exp | 20 / 67% |
Size | small |
Lifes / Deaths | Killed by ritch flamespitter at level 20 on the 24th Haze 122nd year of Ascendancy at 19:46 / 1 |
Primary Stats
Strength | 17 (base 17) |
Dexterity | 16 (base 10) |
Constitution | 15 (base 13) |
Magic | 52 (base 48) |
Willpower | 13 (base 10) |
Cunning | 40 (base 31) |
Resources
Life | -387/609 |
Mana | 98/229 |
Insanity | 71/100 |
Positive | 68/107 |
Healing Factor | 1.2460311219416 |
Regeneration | 0.3115077804854 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 14 |
Accuracy | 54 |
Crit Chance | 18% |
APR | 11 |
Speed | 0.80 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Nature | +6% |
Fire | +9% |
Darkness | +11% |
Arcane | +5% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 24.5 (43.579428603723%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 15 |
Physical Save | 26 |
Spell Save | 27 |
Mental Save | 26 |
Defense: Resistances
Physical | + 7%( 70%) |
Darkness | + 16%( 70%) |
Nature | + 15%( 70%) |
Temporal | + 18%( 70%) |
Fire | + 9%( 70%) |
Arcane | + 3%( 70%) |
Mind | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 36% |
Disarm Resistance | 55% |
Silence Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 giant spider spinneret. * You've found the needed electric eel tail. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | pair of rough leather boots 'Phoenixrigor' (0 def, 1 armour) pair of rough leather boots 'Phoenixrigor' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Spellpower +4 (+1 eff.) Ignore resists +10% fire defense ------ Armor +1 Resistance +6% fire Unlife -80.00 life other ------- Max stamina +30.00 A pair of boots made of leather. |
Light source | brass lantern 'Cobratickler' brass lantern 'Cobratickler'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% nature +9% fire Ignore resists +5% nature +5% fire defense ------ Resistance +6% nature Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Elutira the linen wizard hat (1 def, 0 armour) Elutira the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Spellpower +10 (+3 eff.) Damage +11% darkness Ignore Armor +2 defense ------ Defense +1 (+1 eff.) Resistance +16% darkness Unlife -80.00 life A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Radhytir' (dig speed 29 turns) iron pickaxe 'Radhytir' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Mind Crit +1% defense ------ Armor +8 Resistance +3% mind Crit Resistance 5.00% Unlife -20.00 life Healmod +20% Confus Resist +10% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life +21.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | Betunn the copper ring Betunn the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun defense ------ Armor +8 Resistance +3% fire Spell save +9 (+4 eff.) Unlife -20.00 life Life +20.00 Silence Resist +24% other ------- Mana/turn +0.10 Max psi +20.00 Rings make your fingers look great! |
Around waist | rough leather belt 'Saliyakira' rough leather belt 'Saliyakira'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Accuracy +15 (+4 eff.) Ignore Armor +2 defense ------ Defense +15 (+8 eff.) Resistance +1% physical Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life A belt that goes around your waist. |
In main hand | Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.82 to 56.47 lightning damage (based on Magic and Dexterity). Uses 10 power out of 7/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
On hands | dwarven-steel gauntlets 'Morbusbone' (0 def, 2 armour) dwarven-steel gauntlets 'Morbusbone' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +4 Mag +3 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 6 arcane Damage +5% arcane +3% nature Accuracy +16 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +2 Fatigue +3% Resistance +3% arcane +6% nature Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Aeramitha (2 def, 4 armour) Aeramitha (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical +3% nature +9% temporal Physical save +10 (+5 eff.) Life +20.00 A suit of armour made of mail. |
Cloak | linen cloak 'Tundramarrow' (1 def, 0 armour) linen cloak 'Tundramarrow' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Mindpower +10 (+5 eff.) Damage +9% cold When Hit 2 mind 2 cold defense ------ Defense +1 (+1 eff.) Life +33.00 other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ivirin the steel amulet Ivirin the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck +2 Cun offense ------ Accuracy +11 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +7 (+4 eff.) Resistance +16% mind +9% temporal Resist unseen 10% Confus Resist +26% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% 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. |
healing infusion of the wizard (heal 160; cd 11) healing infusion of the wizard (heal 160; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 481%; cd 15) movement infusion (speed 481%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 453%; cd 17) movement infusion of the titan (speed 453%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 453% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 13; cd 16) blink rune (range 4; phase 13; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 60; cd 19) shatter afflictions rune of the sneak (absorb 60; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 60 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 91; dur 4; cd 18) shielding rune (absorb 91; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 91 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet 'Haramas' gold amulet 'Haramas'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Accuracy +15 (+4 eff.) defense ------ Defense +5 (+3 eff.) Fatigue -6% Resistance +12% lightning +14% temporal Life Regen +3.00 Pinning Resist +25% Stun Resist +25% Knockbk Resist +26% Amulets make your neck look great! |
Murkraven the copper ring Murkraven the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +11% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Resistance +3% darkness +22% fire Rings make your fingers look great! |
copper ring of sensing copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
marksman's steel ring of arcana (+0.12/turn) marksman's steel ring of arcana (+0.12/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
Tidenull (33-50 power, 2 apr) Tidenull (33-50 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex +2 Wil +4 Cun offense ------ Damage +3% cold defense ------ Crit Resistance 15.00% Massive two-handed battleaxes. |
balanced steel battleaxe of massacre (29-44 power, 2 apr) balanced steel battleaxe of massacre (29-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+5 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
slime-covered steel battleaxe of erosion (22-32 power, 2 apr) slime-covered steel battleaxe of erosion (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature/Disrupt Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 nature On Hit: * 10% chance to slow global speed by 44% Massive two-handed battleaxes. |
steel battleaxe (20-29 power, 2 apr) steel battleaxe (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
warbringer's steel battleaxe of erosion (22-33 power, 2 apr) warbringer's steel battleaxe of erosion (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +3 Con offense ------ Physical Power +12 (+6 eff.) Ignore resists +10% physical defense ------ Disarm Resist +20% Massive two-handed battleaxes. |
Sulfurlord the dwarven-steel dagger (18-23 power, 7 apr) Sulfurlord the dwarven-steel dagger (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Damage +12% mind Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +3% lightning +9% nature Sharp, short and deadly. |
dwarven-steel dagger of amnesia (18-24 power, 7 apr) dwarven-steel dagger of amnesia (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
hateful steel dagger (14-18 power, 6 apr) hateful steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Psionic Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness Damage Against +7% Living Sharp, short and deadly. |
hateful steel dagger (10-13 power, 6 apr) hateful steel dagger (10-13 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +7% Living Sharp, short and deadly. |
steel dagger (12-16 power, 6 apr) steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
warbringer's steel dagger (12-16 power, 6 apr) warbringer's steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +5% physical defense ------ Disarm Resist +13% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Skysnake (44-66 power, 2 apr) Skysnake (44-66 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +7 nature On Hit: * 20 arcane resource burn While equipped: Stats +2 Wil offense ------ Damage +6% lightning Ignore resists +5% lightning defense ------ Resistance +3% nature +3% lightning other ------- See Invisibility +18 Massive two-handed mauls. |
steel greatmaul of paradox (28-43 power, 2 apr) steel greatmaul of paradox (28-43 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 temporal While equipped: defense ------ Resistance +7% temporal Massive two-handed mauls. |
Neruldawyn the steel greatsword (21-34 power, 2 apr) Neruldawyn the steel greatsword (21-34 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Psionic Weapon Damage 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 mind On Hit: * 27% chance to reduce all saves and defense by 19 While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +3% Mindpower +15 (+8 eff.) Damage +6% acid On-Hit (Melee): * 20% chance to reduce armor by 35% other ------- Light +3 Infravision +2 Massive two-handed swords. |
arcing steel greatsword of massacre (34-54 power, 2 apr) arcing steel greatsword of massacre (34-54 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Massive two-handed swords. |
dwarven-steel greatsword (38-60 power, 2 apr) dwarven-steel greatsword (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Normal] Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
hateful steel greatsword of massacre (35-56 power, 2 apr) hateful steel greatsword of massacre (35-56 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 darkness Damage Against +9% Living Massive two-handed swords. |
hateful steel greatsword of massacre (34-54 power, 2 apr) hateful steel greatsword of massacre (34-54 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living Massive two-handed swords. |
truestriking steel greatsword of massacre (35-56 power, 2 apr) truestriking steel greatsword of massacre (35-56 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +10 (+3 eff.) Ignore Armor +9 Massive two-handed swords. |
mage-hunter's ash longbow mage-hunter's ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +9 (+5 eff.) On-Hit (Ranged): * 14 arcane resource burn other ------- Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: offense ------ Physical Crit +3.0% Damage +18% acid Accuracy +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow of piercing yew longbow of piercing4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +15% all Accuracy +12 (+4 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
iron longsword (10-15 power, 2 apr) iron longsword (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
slime-covered steel longsword of massacre (18-25 power, 3 apr) slime-covered steel longsword of massacre (18-25 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Disrupt/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 44% Sharp, long, and deadly. |
thought-forged steel longsword of erosion (16-22 power, 3 apr) thought-forged steel longsword of erosion (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature +7 mind On Hit: * 14% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +3 Wil Sharp, long, and deadly. |
Berandil the dwarven-steel mace (30-42 power, 4 apr) Berandil the dwarven-steel mace (30-42 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Mind Crit +4% Mindpower +30 (+14 eff.) When Hit 6 mind other ------- EQ when Hit +0.08 Blunt and deadly. |
Layeldagalle the Sootbrace (28-39 power, 4 apr) Layeldagalle the Sootbrace (28-39 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +6 Str +9 Dex +4 Mag +6 Wil +7 Cun +10 Con offense ------ Physical Crit +2.0% Physical Power +20 (+10 eff.) Accuracy +15 (+4 eff.) When Hit 2 darkness Blunt and deadly. |
Pyreorder the steel mace (14-19 power, 3 apr) Pyreorder the steel mace (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +5 Dex +5 Mag +7 Wil +5 Cun +5 Con offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Damage +6% arcane +3% fire Ignore resists +20% arcane When Hit 2 fire Blunt and deadly. |
arcing steel mace of massacre (22-31 power, 3 apr) arcing steel mace of massacre (22-31 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Blunt and deadly. |
slime-covered steel mace of erosion (14-20 power, 3 apr) slime-covered steel mace of erosion (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Nature/Disrupt Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature On Hit: * 7% chance to slow global speed by 44% Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 14 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
creative thorny mindstar of life (8-8 power, 24 apr, nature damage) creative thorny mindstar of life (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +10.00% Mindpower +6 (+3 eff.) defense ------ Life +22.00 Life Regen +0.70 other ------- 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. |
hungering vined mindstar of balance (4-4 power, 18 apr, nature damage) hungering vined mindstar of balance (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +1.10 Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 44.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn 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. |
ash magestaff of power (15-18 power, 3 apr, fire element) ash magestaff of power (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of fate (18-22 power, 3 apr, lightning element) potent ash magestaff of fate (18-22 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +9 (+3 eff.) Damage +18% lightning defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of fate (18-22 power, 3 apr, blight element) potent ash vilestaff of fate (18-22 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +9 (+3 eff.) Damage +18% blight defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Glitterwreck' (20-24 power, 4 apr, darkness element) yew vilestaff 'Glitterwreck' (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% darkness Ignore resists +20% lightning +15% fire +5% light defense ------ Defense +7 (+4 eff.) Resistance +6% light +6% lightning other ------- Light +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
hateful steel steamsaw (14-22 power, 0 apr) hateful steel steamsaw (14-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +9 darkness Damage Against +5% Living Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of enduring (11-16 power, 0 apr) steel steamsaw of enduring (11-16 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: Stats +6 Con +6 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Life +16.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of massacre (18-27 power, 0 apr) steel steamsaw of massacre (18-27 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking voratun steamsaw of dampening (42-63 power, 0 apr) truestriking voratun steamsaw of dampening (42-63 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Disrupt/Master/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +97 Uses 1.0 Steam While equipped: offense ------ Ignore resists +7% physical Accuracy +5 (+2 eff.) Ignore Armor +7 defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% Resistance +11% acid +11% lightning +9% cold +7% fire +3% all Spell save +7 (+3 eff.) other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloudtorrent (12-16 power, 2 apr) Cloudtorrent (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature On-Hit, radius 1 +12 lightning +4 mind While equipped: Stats +1 Cun offense ------ Mindpower +5 (+3 eff.) One-handed war axes. |
Frozenpanic (20-28 power, 4 apr) Frozenpanic (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 cold +8 fire While equipped: offense ------ Mindpower +25 (+13 eff.) Ignore resists +20% cold +5% fire Accuracy +11 (+3 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +31% other ------- Max psi +20.00 One-handed war axes. |
arcing steel waraxe (13-18 power, 3 apr) arcing steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage One-handed war axes. |
steel waraxe of erosion (12-17 power, 3 apr) steel waraxe of erosion (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature One-handed war axes. |
steel waraxe of projection (11-15 power, 3 apr) steel waraxe of projection (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Chargeraven the hardened leather belt Chargeraven the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +15% light defense ------ Resistance +18% lightning +3% fire +6% darkness Mind save +7 (+3 eff.) Life +56.00 A belt that goes around your waist. |
Charquench Charquench1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Cun +2 Con offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) Ignore resists +10% fire defense ------ Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
grounding hardened leather belt grounding hardened leather belt1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +8% lightning +7% temporal A belt that goes around your waist. |
Eremeldil the woollen robe (0 def, 2 armour) Eremeldil the woollen robe (0 def, 2 armour)2.0 Encumbrance T2 cloth armor [Rare] Disrupt While equipped: Stats +1 Dex +5 Wil offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Ignore Armor +4 When Hit: * 6% chance to slow global speed by 44% * 5 arcane resource burn defense ------ Armor +2 Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe (0 def, 0 armour) stargazer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +9% light +5% darkness defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of protection (2 def, 2 armour) woollen robe of protection (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betynn the pair of dwarven-steel boots (0 def, 4 armour) Betynn the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Mind Crit +6% Damage +6% physical Ignore resists +10% mind defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +7% temporal Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Neyathra the pair of hardened leather boots (0 def, 3 armour) Ce'Neyathra the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -7% Resistance +6% lightning +27% acid +6% nature +6% blight Physical save +8 (+4 eff.) other ------- Encumbrance +25 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Frostblur (0 def, 3 armour) Frostblur (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Mag +1 Wil offense ------ When Hit 4 cold defense ------ Armor +3 Fatigue +2% Resistance +9% cold Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanowe the pair of dwarven-steel boots (0 def, 7 armour) Xanowe the pair of dwarven-steel boots (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +3% Resistance +6% blight +3% mind Crit Resistance 15.00% Healmod +20% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xeralle the Obsidianbreaker (0 def, 3 armour) Xeralle the Obsidianbreaker (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Damage +12% darkness Ignore resists +10% mind +5% nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +3 Resistance +3% darkness +9% mind Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
pair of iron boots 'Xyravena' (0 def, 3 armour) pair of iron boots 'Xyravena' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% light Mind save +6 (+3 eff.) Unlife -60.00 life Stun Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 110.29 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 7 nature Damage +5% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of magic (+2) (0 def, 1 armour) radiant rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 light Damage +3% arcane +4% light defense ------ Armor +1 Resistance +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm voratun gauntlets of strength (+4) (0 def, 3 armour) storm voratun gauntlets of strength (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +13 (+6 eff.) On-Hit 5 lightning Damage +8% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bleakguile (0 def, 3 armour) Bleakguile (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Ignore resists +5% darkness Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold Physical save +6 (+3 eff.) Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.94 to 89.81 lightning damage (59.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Freezemarrow the cashmere wizard hat (2 def, 0 armour) Freezemarrow the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Damage +13% nature Accuracy +10 (+3 eff.) Ignore Armor +3 When Hit 2 cold defense ------ Defense +2 (+1 eff.) Resistance +19% nature +9% fire Unlife -60.00 life A pointy cloth hat, very wizardly... |
Galilaharasta the Magmawar (2 def, 0 armour) Galilaharasta the Magmawar (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% lightning +12% fire Ignore resists +15% light defense ------ Defense +2 (+1 eff.) Resistance +19% lightning Spell save +9 (+4 eff.) Life Regen +4.00 Cut Resist +10% Disarm Resist +10% A pointy cloth hat, very wizardly... |
Ivyth (0 def, 1 armour) Ivyth (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% fire +9% nature +6% cold Crit Resistance 5.00% Life +40.00 Knockbk Resist +10% other ------- Stamina/turn +2.00 A cap made of leather. |
Tidetooth the dwarven-steel helm (0 def, 4 armour) Tidetooth the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil offense ------ Damage +3% mind +3% cold When Hit 10 cold defense ------ Armor +4 Fatigue +4% other ------- Psi when Hit +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Gilylarim' (2 def, 0 armour) cashmere wizard hat 'Gilylarim' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +20 (+10 eff.) Damage +13% cold defense ------ Defense +2 (+1 eff.) Resistance +9% acid +19% cold +1% physical Unlife -80.00 life Healmod +10% other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Bidin' (0 def, 3 armour) hardened leather cap 'Bidin' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Dex +4 Con offense ------ Mind Crit +4% defense ------ Armor +3 Fatigue +3% Physical save +16 (+8 eff.) Mind save +3 (+1 eff.) A cap made of leather. |
hardened leather cap 'Cloudream' (0 def, 3 armour) hardened leather cap 'Cloudream' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +12% lightning Crit Resistance 5.00% Teleport Resist +20% other ------- Stamina when Hit +1.30 EQ when Hit +1.20 A cap made of leather. |
Kindlegore the dwarven-steel mail armour (3 def, 16 armour) Kindlegore the dwarven-steel mail armour (3 def, 16 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: offense ------ Damage +3% mind +9% light defense ------ Armor +16 Defense +3 (+2 eff.) Fatigue +12% Resistance +3% acid +6% cold +15% mind +6% blight A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 14 armour) impenetrable dwarven-steel mail armour of acid resistance (3 def, 14 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +14 Defense +3 (+2 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
impenetrable steel mail armour of stability (2 def, 13 armour) impenetrable steel mail armour of stability (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +14 (+7 eff.) A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% cold A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour) steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
marauder's cured leather armour of acid resistance (9 def, 4 armour) marauder's cured leather armour of acid resistance (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex defense ------ Armor +4 Defense +9 (+5 eff.) Fatigue +7% Resistance +17% acid Physical save +6 (+3 eff.) A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour) marauder's hardened leather armour (13 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +6 Defense +13 (+7 eff.) Fatigue +8% Physical save +5 (+2 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +3.20 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour) rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% acid Life Regen +3.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour) rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Life Regen +3.70 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
dwarven-steel plate armour of command (6 def, 14 armour) dwarven-steel plate armour of command (6 def, 14 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +14 Defense +6 (+3 eff.) Fatigue +22% Mind save +13 (+6 eff.) A suit of armour made of metal plates. |
radiant steel plate armour of the deep (0 def, 11 armour) radiant steel plate armour of the deep (0 def, 11 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +6% acid +5% cold +12% darkness +16% blight other ------- Light +1 Breathe water A suit of armour made of metal plates. |
steel plate armour 'Porima' (0 def, 19 armour) steel plate armour 'Porima' (0 def, 19 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Random Unique] Master While equipped: Stats +5 Str +4 Cun +2 Wil defense ------ Armor +19 Fatigue +22% Resistance +18% acid +7% physical +10% darkness +3% cold +5% arcane other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
reinforced steel shield of lightning resistance (+17%) (0 def, 7 armour, 70 block) reinforced steel shield of lightning resistance (+17%) (0 def, 7 armour, 70 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield (0 def, 4 armour, 40 block) shocking steel shield (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 lightning When Hit 3 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 43 block) steel shield (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
quiver of ash arrows 'Umbrafurnace' (17/17, 23-32 power, 7 apr) quiver of ash arrows 'Umbrafurnace' (17/17, 23-32 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 17 On-Hit, radius 1 +20 darkness On-crit, radius 2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 16% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.0 Encumbrance 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. |
191 alchemist agate 191 alchemist agate0.0 Encumbrance 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. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Zubithra the Plagueidol (23/23, 24-29 power, 2 apr) Zubithra the Plagueidol (23/23, 24-29 power, 2 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 24.5 - 29.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +13.5% Capacity 23 On-ranged-hit +8 nature +8 fire On-Hit, radius 1 +20 nature On-crit, radius 2 +7 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (24/24, 34-41 power, 3 apr) pouch of dwarven-steel shots (24/24, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Normal] Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (17/17, 18-21 power, 2 apr) pouch of steel shots of accuracy (17/17, 18-21 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
ash totem of healing [power 170] (15 cooldown) ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of stinging [power 182] (15 cooldown) evasive ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 193 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of summon tentacle [power 220] (25 cooldown) soothing yew totem of summon tentacle [power 220] (25 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 467 Base Damage: 254 Armor: 0 All Resist: 11 Puts all charms on 25 turn cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Dawnstinger' [power 230] (25 cooldown) yew totem of summon tentacle 'Dawnstinger' [power 230] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +21% light Ignore resists +20% fire defense ------ Resistance +9% cold other ------- Light +3 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 460 Base Damage: 262 Armor: 27 All Resist: 14 Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration [power 175] (15 cooldown) ash wand of conjuration [power 175] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 175 acid damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of shielding [power 188] (20 cooldown) evasive ash wand of shielding [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of lightning storm [power 236] (15 cooldown) piercing yew wand of lightning storm [power 236] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (259 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Thannyh the Halfling Writhing One level 10
43rd Dusk 122nd year of Ascendancy at 03:25 see stats
By Thannyh the Halfling Writhing One level 20
24th Haze 122nd year of Ascendancy at 05:12 see stats
By Thannyh the Halfling Writhing One level 18
14th Haze 122nd year of Ascendancy at 11:26 see stats
By Thannyh the Halfling Writhing One level 14
55th Dusk 122nd year of Ascendancy at 13:28 see stats
By Thannyh the Halfling Writhing One level 10
43rd Dusk 122nd year of Ascendancy at 03:45 see stats
By Thannyh the Halfling Writhing One level 9
41st Dusk 122nd year of Ascendancy at 07:46 see stats
By Thannyh the Halfling Writhing One level 16
78th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Fire drake's devouring flames area effect hits Sandworm destroyer for 9 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 5 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Silirin the gelatinous cube's poison area effect hits Thannyh for 12 nature damage.
Thannyh becomes more vulnerable to physical.
Your constrict target has disappeared!
Thannyh deactivates Constrict.
Thannyh activates Chant of Resistance.
Thannyh deactivates Chant of Fortitude.
Thannyh picks up (M.): Layeldagalle the Sootbrace (28-39 power, 4 apr).
Fire drake uses Wing Buffet.
Fire drake hatchling resists the knockback!
Fire drake misses Fire drake hatchling.
Fire drake misses Fire drake hatchling.
Ritch flamespitter is knocked back!
Fire drake misses Thannyh.
Fire drake hatchling is free from the gore.
Fire drake hits Fire drake hatchling for 44 physical damage.
Fire drake hits Ritch flamespitter for 44 physical damage.
Melee retaliation hits Fire drake for 0 fire damage.
Thannyh stops regenerating health quickly.
Thannyh's awareness returns to normal.
Talent Decayed Devourers is ready to use.
Poison from Silirin the gelatinous cube hits Thannyh for 51 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Thannyh for 89 fire damage.
Thannyh the level 20 halfling writhing one was blazed to death by a ritch flamespitter on level 1 of Sandworm lair.