Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. 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! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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:
Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. Stats uncapper for Infinite Dungeon 1.7.4 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 Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Dwarf |
Class | Adventurer (Quickshot) |
Level / Exp | 28 / 98% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 118 (base 60) |
Dexterity | 73 (base 42) |
Constitution | 47 (base 12) |
Magic | 46 (base 35) |
Willpower | 29 (base 12) |
Cunning | 19 (base 12) |
Resources
Equilibrium | 15 |
Vim | 208/208 |
Life | 1084/1084 |
Stamina | 154/154 |
Psi | 109/109 |
Healing Factor | 1.5123364354647 |
Regeneration | 23.063130640837 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +118.41281712929% |
Vision
Sight | 13 |
Lite | 19 |
Infravision | 6 |
Offense: Mainhand
Damage | 111 |
Accuracy | 73 |
Crit Chance | 40% |
APR | 18 |
Speed | 1.11 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Physical | +10% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (83.345645657244%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 65 |
Mental Save | 65 |
Defense: Resistances
Physical | + 29%( 70%) |
Darkness | + 39%( 70%) |
Cold | + 34%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 100% |
Silence Resistance | 40% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 2.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Ghoul | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Yeek | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Stone Vines |
talent | Precise Strikes |
talent | Beyond the Flesh |
talent | Augmentation |
talent | Daunting Presence |
talent | Concealment |
detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 51%. Concealment |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | Merkul's Second Eye Merkul's Second Eye4.0 T3 longbow 1H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Quiver | acidic quiver of dragonbone arrows (19/19, 54-76 power, 18 apr) acidic quiver of dragonbone arrows (19/19, 54-76 power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane Power 54.5 - 76.3 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Arrows are used with bows to pierce your foes to death. |
Light source | Blackwilter Blackwilter1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +6% darkness Phys.save +8 (+1 eff.) Heal.mod +15% ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour) miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +15.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Salima the Floeoblivion (22/22, 42-59 power, 10 apr) Salima the Floeoblivion (22/22, 42-59 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 42.0 - 58.8 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +8 cold On Crit.r2 +8 cold +16 mind +20 temporal On Hit: * 10% chance to reduce all saves and defense by 21 Arrows are used with bows to pierce your foes to death. |
On fingers | steel ring 'Berokalthogorn' steel ring 'Berokalthogorn'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- HP.reg +4.00 Stun/Frz- +40% Rings make your fingers look great! |
On fingers | steel ring of life steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +43.00 HP.reg +5.00 Heal.mod +10% Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Beralen the dragonbone longbow Beralen the dragonbone longbow4.0 T5 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +20 mind While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Phys.save +6 (+1 eff.) ---------- misc Psi/ret +0.16 Longbows are used to shoot arrows at your foes. |
On hands | rough leather gloves 'Gunodir' (0 def, 1 armour) rough leather gloves 'Gunodir' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Phys.save +9 (+1 eff.) HP.reg +6.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Around waist | Alasta Alasta1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +1 Con dps ---------- Phys.crit +12.0% Mind.crit +15% Dmg.mod +6% temporal Acc +20 (+5 eff.) ----- def ----- Armour +2 Defense +25 (+5 eff.) Resists +3% physical Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
Cloak | linen cloak 'Earthquencher' (1 def, 5 armour) linen cloak 'Earthquencher' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold ---------- misc Light +1 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tarrerion the drakeskin leather armour (50 def, 8 armour) Tarrerion the drakeskin leather armour (50 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +50 (+10 eff.) Fatigue +8% Resists +9% physical Phys.save +10 (+2 eff.) A suit of armour made of leather. |
Inventory
steam generator implant (steam 5) steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 130; 14 cd) regeneration infusion of the sneak (heal 130; 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 130 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. |
wild infusion of the psychic (res 23%; physical; dur 3; cd 13) wild infusion of the psychic (res 23%; 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 physical effect and reduce all damage taken by 23% for 3 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. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Potion of Martial Prowess Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial Prowess Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Mirror Image Rune (dur 6; cd 24) 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. |
blink rune of the sneak (range 4; phase 15; cd 17) blink rune of the sneak (range 4; phase 15; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous 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 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
shatter afflictions rune of the titan (absorb 71; cd 20) shatter afflictions rune of the titan (absorb 71; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 71 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread 3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Nerama the Demonspiker Nerama the Demonspiker0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% darkness Melee Ret 4 darkness ----- def ----- Resists +20% darkness Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Flashnigh' copper ring 'Flashnigh'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +3% blight ----- def ----- Resists +20% acid +3% mind ---------- misc Light +2 Rings make your fingers look great! |
gold ring 'Glarezeal' gold ring 'Glarezeal'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 10 light ----- def ----- Resists +9% lightning +9% acid Max.HP +29.00 Disarm- +23% Pinning- +24% Knockbk- +26% ---------- misc Light +3 Rings make your fingers look great! |
gold ring 'Saluldatira' gold ring 'Saluldatira'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Dmg.mod +11% nature Melee Ret 8 physical ----- def ----- Resists +22% nature Phys.save +6 (+1 eff.) Rings make your fingers look great! |
Emedhemina (34-52 power, 2 apr) Emedhemina (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 34.5 - 51.8 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +9 darkness +10 nature Against +12% Living On Hit.r1 +8 blight While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% blight +13% physical Acc +10 (+3 eff.) Apr +9 ----- def ----- Resists +6% blight +6% mind Massive two-handed battleaxes. |
balanced steel battleaxe of erosion (22-32 power, 2 apr) balanced steel battleaxe of erosion (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 21.5 - 32.2 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +36% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Glimmerstreak' (34-52 power, 2 apr) dwarven-steel battleaxe 'Glimmerstreak' (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 34.5 - 51.8 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 17% * Create an explosion dealing 62 fire damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Dmg.mod +3% light +14% fire Res.pen +19% fire ---------- misc Light +2 Massive two-handed battleaxes. |
steel battleaxe of crippling (21-32 power, 2 apr) steel battleaxe of crippling (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 21.0 - 31.5 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of amnesia (32-48 power, 2 apr) truestriking dwarven-steel battleaxe of amnesia (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master/Psionic Power 32.0 - 48.0 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +13% physical Acc +12 (+3 eff.) Apr +7 Massive two-handed battleaxes. |
chilling dwarven-steel dagger of crippling (20-27 power, 7 apr) chilling dwarven-steel dagger of crippling (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 20.5 - 26.7 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
chilling dwarven-steel dagger of massacre (27-35 power, 7 apr) chilling dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 27.0 - 35.1 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 cold Sharp, short and deadly. |
dwarven-steel dagger of massacre (26-34 power, 7 apr) dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 26.5 - 34.5 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger of shearing (16-21 power, 7 apr) dwarven-steel dagger of shearing (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 16.0 - 20.8 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +8 (+2 eff.) Apr +6 Sharp, short and deadly. |
dwarven-steel dagger of shearing (17-22 power, 7 apr) dwarven-steel dagger of shearing (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.0 - 22.1 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +8 (+2 eff.) Apr +7 Sharp, short and deadly. |
hateful steel dagger of massacre (20-26 power, 6 apr) hateful steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 20.0 - 26.0 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, short and deadly. |
slime-covered dwarven-steel dagger of massacre (25-32 power, 7 apr) slime-covered dwarven-steel dagger of massacre (25-32 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt/Master Power 25.0 - 32.5 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 47% Sharp, short and deadly. |
thought-forged dwarven-steel dagger (20-27 power, 7 apr) thought-forged dwarven-steel dagger (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 20.5 - 26.7 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 mind On Hit: * 15% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
dwarven-steel greatmaul of rage (43-64 power, 2 apr) dwarven-steel greatmaul of rage (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 43.0 - 64.5 Physical Uses 72% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +17 (+4 eff.) Massive two-handed mauls. |
Cuthofang the Snowhacker (42-67 power, 2 apr) Cuthofang the Snowhacker (42-67 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 42.0 - 67.2 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +1% Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+6 eff.) Dmg.mod +9% cold Acc +12 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +46% Massive two-handed swords. |
chilling dwarven-steel greatsword of vileness (36-57 power, 2 apr) chilling dwarven-steel greatsword of vileness (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.5 - 56.8 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight +13 cold On Hit: * 12% chance to reduce strength, dexterity, and constitution by 20 Massive two-handed swords. |
Islorith the Scaldschism Islorith the Scaldschism4.0 T3 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit.r1 +8 fire While equipped: Stats +5 Str +6 Dex dps ---------- Phys.crit +3.0% Phys.pwr +11 (+3 eff.) Acc +11 (+3 eff.) ----- def ----- Resists +15% fire Spell.save +3 (+0 eff.) Longbows are used to shoot arrows at your foes. |
ash longbow 'Flashvice' ash longbow 'Flashvice'4.0 T2 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Crit +1.0% Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +11 acid +8 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +15% acid ----- def ----- Resists +3% fire Longbows are used to shoot arrows at your foes. |
elm longbow of lightning elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
enhanced yew longbow of dexterity (+9) enhanced yew longbow of dexterity (+9)4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +9 Str +15 Dex +8 Mag +6 Wil +6 Cun +5 Con dps ---------- Res.pen +9% physical Longbows are used to shoot arrows at your foes. |
fungal ash longbow fungal ash longbow4.0 T2 longbow 2H weapon [Ego] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Con ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
fungal yew longbow of piercing fungal yew longbow of piercing4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Con dps ---------- Res.pen +8% all Acc +11 (+3 eff.) Apr +12 ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 176 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mighty ash longbow of acid mighty ash longbow of acid4.0 T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of massacre (30-41 power, 4 apr) dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 29.5 - 41.3 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
blooming thorny mindstar of resolve (7-8 power, 24 apr, nature damage) blooming thorny mindstar of resolve (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +5 (+1 eff.) Heal.mod +18% Heal/summ +22 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of venom (8-9 power, 24 apr, mind damage) resonating thorny mindstar of venom (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 acid Dmg.mod +12% acid +4% mind Res.pen +8% acid +4% mind ----- def ----- Resists +4% acid +2% mind Dmg.Resnn +11% HP.reg +2.00 ---------- misc Psi/ret +1.20 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. |
vined mindstar of life (5-6 power, 18 apr, mind damage) vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling of lightning cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
Blackshine (20-24 power, 4 apr, cold element) Blackshine (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+7 eff.) Dmg.mod +9% acid +20% cold +9% darkness Res.pen +15% light ----- def ----- Resists +3% acid +9% darkness +3% light ---------- misc Mana/turn +0.21 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Tidedream (20-24 power, 4 apr, arcane element) Tidedream (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane +9% cold Res.pen +5% cold Melee Ret 10 light ----- def ----- Defense +5 (+1 eff.) Resists +12% light ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 103.03 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. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element) cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 103.03 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. |
infernal yew magestaff of might (20-24 power, 4 apr, cold element) infernal yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +18.00% Spell.pwr +13 (+5 eff.) Melee+ 17 fire Dmg.mod +20% cold ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (23-28 power, 4 apr, darkness element) potent yew starstaff (23-28 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+5 eff.) Dmg.mod +23% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm vilestaff of fate (10-12 power, 2 apr, fire element) surging elm vilestaff of fate (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +10% fire ----- def ----- Phys.save +5 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff (20-24 power, 4 apr, light element) surging yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +4 Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Nerithra' (20-24 power, 4 apr, lightning element) yew magestaff 'Nerithra' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Phys.pwr +5 (+1 eff.) Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning Melee Ret 6 arcane ----- def ----- Armour +4 Hardiness +7% Resists +5% arcane +1% physical Phys.save +4 (+0 eff.) Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
runic dwarven-steel steamgun of piercing runic dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Arcane Vortex 3 Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +8% arcane Res.pen +7% all Acc +5 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Barelen the Corruptionwild (20-31 power, 0 apr) Barelen the Corruptionwild (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Rare] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +2 Dex +2 Mag +9 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +15% cold ---------- misc Light +2 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic stralite steamsaw of resilience (32-47 power, 0 apr) acidic stralite steamsaw of resilience (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 acid Melee Ret 5 acid ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Max.HP +40.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of acid resistance (+20%) (22-32 power, 0 apr) flaming dwarven-steel steamsaw of acid resistance (+20%) (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +20% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Brandraptor (18-25 power, 4 apr) Brandraptor (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 fire While equipped: dps ---------- Spell.crit +1% Spell.pwr +20 (+8 eff.) Dmg.mod +9% blight Acc +10 (+3 eff.) Melee Ret 4 arcane ----- def ----- Defense +5 (+1 eff.) Disarm- +24% ---------- misc Mana/s.crit +2.00 One-handed war axes. |
balanced stralite waraxe of erosion (31-43 power, 5 apr) balanced stralite waraxe of erosion (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 31.0 - 43.4 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +22% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Phys.save +6 (+1 eff.) Stealth +5 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
elven-silk robe 'Blazeblow' (0 def, 0 armour) elven-silk robe 'Blazeblow' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% acid +10% physical +8% fire +9% cold Res.pen +5% lightning +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% acid +12% physical +9% temporal +14% cold +14% fire +15% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of the mountain (+10%) (0 def, 0 armour) focusing cashmere robe of the mountain (+10%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +11% all +10% physical ---------- misc Mana/turn +0.14 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of protection (2 def, 2 armour) mindwoven woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +9% all Phys.save +16 (+3 eff.) Mind.save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (3 def, 3 armour) slimy cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 47% * 5 arcane resource burn ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +11% all Phys.save +17 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Robe of the Worm of power (0 def, 0 armour) spellwoven Robe of the Worm of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+6 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all Spell.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour) timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +7% arcane +5% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's woollen robe (0 def, 0 armour) tormentor's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayarin the Nimbusstalker (0 def, 4 armour) Mayarin the Nimbusstalker (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +15% cold Res.pen +10% temporal Melee Ret 4 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
rough leather gloves 'Cinderwitch' (0 def, 1 armour) rough leather gloves 'Cinderwitch' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Resists +3% acid +6% fire Phys.save +8 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+2 eff.) 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. |
Aerygorn the hardened leather hat (0 def, 3 armour) Aerygorn the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Wil +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +7% fire +6% temporal +7% cold Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 742.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Layedhemira the linen wizard hat (1 def, 0 armour) Layedhemira the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
cashmere wizard hat of frost (+19%) (2 def, 0 armour) cashmere wizard hat of frost (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Defense +2 (+0 eff.) Resists +19% cold A pointy cloth hat, very wizardly... |
dwarven-steel helm of knowledge (0 def, 4 armour) dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour) grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather cap (0 def, 1 armour) prismatic rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +11% light +10% darkness A cap made of leather. |
prismatic steel mail armour of stability (2 def, 6 armour) prismatic steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +7% physical +12% light +12% darkness Phys.save +11 (+2 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of clarity (2 def, 6 armour) rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Aeressra the hardened leather armour (9 def, 6 armour) Aeressra the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Mag +4 Wil dps ---------- S.pwr/crit +4 Res.pen +10% arcane ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% cold ---------- misc See.Invis +12 A suit of armour made of leather. |
Bethomira (9 def, 12 armour) Bethomira (9 def, 12 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +12% mind +15% physical ----- def ----- Armour +12 Defense +9 (+2 eff.) Fatigue +8% Resists +18% fire Phys.save +6 (+1 eff.) A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour) cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour) cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +14% blight +20% cold +11% nature A suit of armour made of leather. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour) cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +10% blight +10% nature +16% lightning A suit of armour made of leather. |
hardened leather armour of fire resistance (9 def, 6 armour) hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
hardened leather armour of lightning resistance (9 def, 6 armour) hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +17% lightning A suit of armour made of leather. |
marauder's hardened leather armour of lightning resistance (14 def, 6 armour) marauder's hardened leather armour of lightning resistance (14 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +3 Str +4 Dex ----- def ----- Armour +6 Defense +14 (+3 eff.) Fatigue +8% Resists +15% lightning Phys.save +5 (+1 eff.) A suit of armour made of leather. |
prismatic cured leather armour of the deep (6 def, 5 armour) prismatic cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Fatigue +7% Resists +6% acid +6% cold +11% light +12% darkness ---------- misc Breathe water A suit of armour made of leather. |
prismatic hardened leather armour of temporal resistance (9 def, 6 armour) prismatic hardened leather armour of temporal resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +20% temporal +11% light +10% darkness A suit of armour made of leather. |
prismatic rough leather armour of clarity (3 def, 2 armour) prismatic rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +11% darkness +6% mind +11% light Mind.save +10 (+3 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of Eyal (6 def, 4 armour) rejuvenating cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +20.00 HP.reg +3.10 Heal.mod +10% ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Lightpride' (3 def, 2 armour) rough leather armour 'Lightpride' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +15% acid +6% light A suit of armour made of leather. |
enlightening dwarven-steel plate armour (0 def, 11 armour) enlightening dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +15 (+4 eff.) A suit of armour made of metal plates. |
Morbusglamour (0 def, 4 armour, 42 block) Morbusglamour (0 def, 4 armour, 42 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +6% nature +9% fire Res.pen +10% fire Melee Ret 3 lightning On Hit (Melee): * 10% chance to reduce armor by 30% * 20% chance to slow global speed by 47% ----- def ----- Armour +4 Fatigue +8% Resists +12% nature ---------- misc Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield of mind resistance (+10%) (0 def, 6 armour, 80.5 block) acidic dwarven-steel shield of mind resistance (+10%) (0 def, 6 armour, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 7 acid ----- def ----- Armour +6 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Shiveredge' (0 def, 6 armour, 75.5 block) dwarven-steel shield 'Shiveredge' (0 def, 6 armour, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% cold ----- def ----- Armour +6 Fatigue +8% Resists +17% acid +30% cold ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of ash arrows of accuracy (19/19, 30-43 power, 7 apr) deadly quiver of ash arrows of accuracy (19/19, 30-43 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 30.5 - 42.7 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of daylight (17/17, 30-42 power, 7 apr) deadly quiver of ash arrows of daylight (17/17, 30-42 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 30.0 - 42.0 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +11 light Against +8% Undead Arrows are used with bows to pierce your foes to death. |
flaming quiver of ash arrows of paradox (12/18, 20-27 power, 7 apr) flaming quiver of ash arrows of paradox (12/18, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 19.5 - 27.3 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +11 temporal On Hit.r1 +11 fire On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of vileness (22/22, 35-49 power, 10 apr) flaming quiver of yew arrows of vileness (22/22, 35-49 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 35.0 - 49.0 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +11 blight On Hit.r1 +8 fire On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of persecution (18/18, 34-48 power, 10 apr) psychokinetic quiver of yew arrows of persecution (18/18, 34-48 power, 10 apr)3.0 T3 arrow ammo [Ego+] Disrupt/Psionic Power 34.0 - 47.6 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +8 physical Against +12% Unnatural +8% Unliving On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (17/17, 14-20 power, 5 apr) quiver of elm arrows (17/17, 14-20 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.5 - 20.3 Physical Uses 30% Wil, 42% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
187 alchemist agate 187 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Emawe the Morningquench (dig speed 36 turns) Emawe the Morningquench (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% light Melee Ret 2 mind ----- def ----- Resists +10% nature Spell.save +3 (+0 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unlightclamor the iron pickaxe (dig speed 40 turns) Unlightclamor the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +20% arcane Melee Ret 4 acid ----- def ----- Resists +12% acid +5% arcane +12% darkness +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns) dwarven-steel pickaxe of wreckage (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +6 Str dps ---------- Apr +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 24 turns) miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest 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. |
deadly pouch of dwarven-steel shots of wind (23/23, 40-47 power, 3 apr) deadly pouch of dwarven-steel shots of wind (23/23, 40-47 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 39.5 - 47.4 Physical Uses 92% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 199 physical damage Shots are used with slings to pummel your foes to death. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eaela the Dwarf Adventurer level 28
18th Profit 122nd year of Ascendancy at 07:23 see stats
By Eaela the Dwarf Adventurer level 22
7th Profit 122nd year of Ascendancy at 17:37 see stats
By Eaela the Dwarf Adventurer level 15
1st Acquisition 122nd year of Ascendancy at 15:17 see stats
By Eaela the Dwarf Adventurer level 26
14th Profit 122nd year of Ascendancy at 23:39 see stats
By Eaela the Dwarf Adventurer level 10
23rd Voratun 122nd year of Ascendancy at 00:54 see stats
By Eaela the Dwarf Adventurer level 20
5th Profit 122nd year of Ascendancy at 11:42 see stats
By Eaela the Dwarf Adventurer level 24
10th Profit 122nd year of Ascendancy at 16:44 see stats
By Eaela the Dwarf Adventurer level 14
30th Voratun 122nd year of Ascendancy at 02:09 see stats
By Eaela the Dwarf Adventurer level 23
9th Profit 122nd year of Ascendancy at 14:16 see stats
By Eaela the Dwarf Adventurer level 22
7th Profit 122nd year of Ascendancy at 07:11 see stats
By Eaela the Dwarf Adventurer level 13
28th Voratun 122nd year of Ascendancy at 02:19 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Today is the 19th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
There is a next level here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 169 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 169 turns (stop reason: at exit).