











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Werekracken's Stone Warden Race Unlock Fork 1.7.4Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 33 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Islylle the sand-drake at level 18 on the 15th Iron 123rd year of Ascendancy at 16:25 0 / 7Killed by Zurri's Inner Demon at level 22 on the 27th Iron 123rd year of Ascendancy at 08:47 Killed by Mayeselaith the temporal stalker at level 27 on the 14th Steel 123rd year of Ascendancy at 06:05 Killed by Xana the fire wyrm at level 29 on the 18th Steel 123rd year of Ascendancy at 11:54 Killed by Adenne the vampire at level 33 on the 13rd Gold 123rd year of Ascendancy at 06:58 Killed by Adenne the vampire at level 33 on the 13rd Gold 123rd year of Ascendancy at 09:47 Killed by Adenne the vampire at level 33 on the 13rd Gold 123rd year of Ascendancy at 10:57 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 19 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 79 (base 55) |
| Willpower | 47 (base 34) |
| Cunning | 48 (base 46) |
Resources
| Mana | 360/383 |
| Equilibrium | 21 |
| Life | -39/879 |
| Psi | 126/137 |
| Stamina | 288/288 |
| Paradox | 437 |
| Healing Factor | 0.60241663724727 |
| Regeneration | 16.309114318999 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 52 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +7% |
| Darkness | +27% |
| Blight | +13% |
| Arcane | +56% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +5% |
| Blight | +15% |
| Arcane | +25% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 59 (66.69962066283%) |
| Defense | 54 |
| Ranged Defense | 58 |
| Fatigue | 6.2811007113924 |
| Physical Save | 51 |
| Spell Save | 35 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 83%( 70%) |
| Darkness | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Confusion Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 4 times. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Magnetism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Deep horror | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Reality Smearing |
| talent | Eldritch Infusion |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | Class talents have no cooldown the first time they are used. Frenzy |
| beneficial effect | Reduces blight damage received by 21%. Premonition Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 24, resist all by 21%, and reducing the duration of detrimental timed effects by 20%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | The target has 23 increased life regeneration. Recovery |
| beneficial effect | All resists increased by 40%, chance to be crit reduced by 30%. Writhing Psionic Mass |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 79.02 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | Damage received in the past is returned as 48.46 paradox damage per turn. Reality Smearing |
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 8% and causing attacks against them to trigger a shield attack for 67% damage as lightning. Static Shield |
| detrimental effect | Soul absorbed upon death. Soul Leech |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * 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: * You've found the needed storm wyrm claw. * You've found the needed orc heart. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | wanderer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +3 Con defense ------ Armor +1 Physical save +11 (+4 eff.) Mind save +11 (+5 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Unrydar the Rootbreacher2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Dex +2 Wil defense ------ Resistance +3% nature other ------- Light +5 See Invisibility +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 | stabilizing linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil +2 Con offense ------ Damage +5% arcane defense ------ Defense +1 (+0 eff.) Physical save +5 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Cloudfurnace (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +8 Wil +9 Mag offense ------ Spellpower +9 (+2 eff.) On-Hit 7 blight 10 arcane Damage +5% blight +8% arcane +3% acid Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Armor +2 Fatigue +3% Resistance +5% blight +6% arcane +3% acid Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +14 arcane On-crit, radius 2 +7 blight On Hit: 20% Manathrust level 6 On Hit: 20% Soul Rot level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lorevor [power 254] (8/20 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% mind Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 defense ------ Resistance +3% blight +3% mind Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 21% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Lisurassra0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Spellpower/crit +10 Damage +15% arcane When Hit 4 blight defense ------ Mind save +8 (+4 eff.) Confus Resist +26% other ------- Mana/turn +0.12 Max vim +50.00 Rings make your fingers look great! |
| On fingers | gold ring 'Silirema'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Damage +13% arcane Ignore resists +25% arcane +15% physical Accuracy +30 (+10 eff.) defense ------ Resistance +18% arcane Rings make your fingers look great! |
| Around neck | steel amulet 'Unlightguile'0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 6 light 7 darkness Damage +6% blight +5% light +9% darkness Ignore Shields +20% When Hit: * 6% chance to blind * 6% chance to reduce damage dealt by 31% Amulets make your neck look great! |
| In main hand | Blackfire Aegis (8 def, 18 armour, 169% power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 169% Range: 1.0x-1.2x Uses 100% Cun Damage Stunning fire Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+3 eff.) Ranged Defense +12 (+3 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | stralite shield 'Aerihir' (0 def, 21 armour, 169% power, 204.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 169% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +204 On-hit +12 physical On Hit: * Deal physical damage equal to your armor (59) While equipped: Stats +4 Con offense ------ Critical power +5.00% Ignore Armor +2 defense ------ Armor +21 Fatigue +8% Resistance +16% cold Physical save +18 (+6 eff.) other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Wil +3 Mag defense ------ Defense +2 (+1 eff.) Resistance +13% darkness +17% temporal Spell save +7 (+4 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Olodil' (13 def, 2 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +16% darkness +13% arcane defense ------ Armor +2 Defense +13 (+4 eff.) Resistance +15% fire +24% darkness +11% all Physical save +19 (+7 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 89% / cooldown 83%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 51%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 113% / cooldown 58%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 89% / cooldown 93%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 101% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 146; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 604%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% 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 Dexterity stat. 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 psychic (speed 627%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 627% 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 Willpower stat. 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 psychic (speed 711%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 21%; mental; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 33%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (338.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (143% of a turn) Is: a spell Description: Inflicts 293.05 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 26 Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, blight, fire, nature, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 blight, 3 fire, 3 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 917% over 10 turns; mana 46; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (143% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 917% for 10 turns (34 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 355; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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. |
6 schematic: Armour Reinforcement0.1 Encumbrance 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. |
5 schematic: Back Support0.1 Encumbrance 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: Black Light Emitter0.1 Encumbrance 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. |
7 schematic: Corrosive Shell0.1 Encumbrance 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: Deflection Field0.1 Encumbrance 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 Shell0.1 Encumbrance 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. |
4 schematic: Fiery Salve0.1 Encumbrance 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: Flare Shell0.1 Encumbrance 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: Flash Powder0.1 Encumbrance 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. |
4 schematic: Focus Lens0.1 Encumbrance 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 Salve0.1 Encumbrance 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. |
4 schematic: Fungal Web0.1 Encumbrance 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: Grounding Strap0.1 Encumbrance 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: Headlamp0.1 Encumbrance 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: Healing Salve0.1 Encumbrance 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 Shell0.1 Encumbrance 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: Incendiary Groove0.1 Encumbrance 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. |
5 schematic: Iron Grip0.1 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance 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: Magnetic Shell0.1 Encumbrance 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: Mana Coil0.1 Encumbrance 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 Stimulator0.1 Encumbrance 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: Moss Tread0.1 Encumbrance 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: Poison Groove0.1 Encumbrance 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 Edge0.1 Encumbrance 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: Rocket Boots0.1 Encumbrance 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: Rustproof Coating0.1 Encumbrance 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: Saw Projector0.1 Encumbrance 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: Saw Shell0.1 Encumbrance 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: Second Skin0.1 Encumbrance 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: Shocking Edge0.1 Encumbrance 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: Silver Filigree0.1 Encumbrance 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: Solid Shell0.1 Encumbrance 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: Spike Attachment0.1 Encumbrance 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: Spring Grapple0.1 Encumbrance 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. |
8 schematic: Steamgun0.1 Encumbrance 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. |
4 schematic: Steamsaw0.1 Encumbrance 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. |
4 schematic: Thunderclap Coating0.1 Encumbrance 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: Toxic Shell0.1 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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: Viral Injector0.1 Encumbrance 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: Viral Needlegun0.1 Encumbrance 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 Sentry0.1 Encumbrance 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: Voltaic Shell0.1 Encumbrance 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 Salve0.1 Encumbrance 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 Coating0.1 Encumbrance 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: White Light Emitter0.1 Encumbrance 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 Edge0.1 Encumbrance 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. |
cleansing copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str defense ------ Resistance +13% nature +11% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
copper amulet of mastery (0.12 Spell / Stone alchemy)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Spell/Stone alchemy Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
warrior's copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical Healmod +10% Cut Resist +50% other ------- Stamina/turn +0.30 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 419 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of mastery (0.16 Technique / Mobility)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.16 Technique/Mobility Amulets make your neck look great! |
Shadowwire0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Str offense ------ Damage +9% darkness +6% fire When Hit 4 darkness defense ------ Resistance +6% fire Amulets make your neck look great! |
Durovon the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Resistance +3% darkness Physical save +18 (+6 eff.) Spell save +9 (+5 eff.) Rings make your fingers look great! |
Kheladralach the Weepmaim0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +4 Con offense ------ Ignore resists +10% acid On-Hit (Melee): * 20% chance to slow global speed by 68% defense ------ Resistance +3% nature Physical save +6 (+2 eff.) Rings make your fingers look great! |
Nerildanne the Jetstrike0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning +15% darkness +6% acid Ignore resists +5% mind defense ------ Resistance +24% lightning +6% acid Rings make your fingers look great! |
copper ring 'Salikira'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% temporal Ignore resists +15% mind +20% temporal Accuracy +6 (+2 eff.) When Hit 2 mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
Amuldir the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +8 Dex offense ------ Damage +6% mind +9% blight Accuracy +12 (+4 eff.) defense ------ Mind save +6 (+3 eff.) Blind Resist +25% other ------- Max psi +10.00 Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
Nechik the Furnacekin0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +12% blight +9% fire When Hit 2 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 35 defense ------ Defense +8 (+3 eff.) Resistance +9% blight Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
psionicist's steel ring of light (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% light defense ------ Resistance +20% light Mind save +4 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) On-Hit 7 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 39 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Borurak0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +14% mind +12% acid Ignore resists +10% arcane +10% acid When Hit 10 mind 4 arcane defense ------ Resistance +23% mind +5% arcane Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Deepsmaim the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +6 Wil +7 Cun offense ------ Physical Power +13 (+4 eff.) Spellpower +15 (+3 eff.) Mindpower +16 (+4 eff.) Damage +5% all Ignore resists +10% darkness defense ------ Resistance +9% darkness +6% temporal Spell save +14 (+6 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
Darkriver the yew starstaff (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Spell Crit +3% Spellpower +17 (+4 eff.) On-Hit 28 arcane Damage +29% light +3% darkness Ignore resists +5% darkness defense ------ Armor +14 Hardiness +5% Defense +9 (+3 eff.) Resistance +12% darkness Physical save +2 (+1 eff.) other ------- Max mana +80.00 Wards +3 light Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff (129% power, 5 apr, darkness element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +9 (+3 eff.) Spellpower +18 (+4 eff.) Damage +25% darkness Accuracy +10 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Goredraneg' (130% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 While equipped: Stats +9 Str +10 Dex +10 Mag +10 Wil +7 Cun +10 Con offense ------ Ignore resists +10% acid +25% blight Ignore Shields +30% defense ------ Resistance +6% blight Spell save +6 (+3 eff.) other ------- Mana/turn +0.24 Mana-on-crit +2.00 Massive two-handed mauls. |
Glacierstreaker the dwarven-steel greatsword (154% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 154% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +8 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +9 Wil +13 Con offense ------ Ignore resists +10% temporal Accuracy +16 (+6 eff.) defense ------ Defense +7 (+2 eff.) Resistance +3% temporal +6% cold Life +65.00 Disarm Resist +39% Massive two-handed swords. |
Overcutter (107% power, 12 apr)3.0 Encumbrance T1 steamsaw 2H weapon Reqs Str 20 Steam Pool [Unique] Steamtech Weapon Damage 107% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+3 eff.) Fatigue +10% other ------- Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
Xyyamira (121% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 arcane While equipped: Stats +4 Str offense ------ Damage +3% arcane +10% physical Accuracy +11 (+4 eff.) When Hit 10 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 39 defense ------ Resistance +6% temporal One-handed war axes. |
Malediction (150% power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 55 [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
elemental stralite waraxe (140% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 129 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +9% cold One-handed war axes. |
Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Cun, 65% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 15% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 178.06 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Noonbright (116% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +4 physical While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +17% lightning +16% fire +14% cold Ignore resists +15% physical Accuracy +10 (+4 eff.) defense ------ Defense +5 (+2 eff.) Resistance +15% mind +2% physical Mind save +6 (+3 eff.) Life +50.00 Life Regen +1.30 other ------- Psi/turn +0.90 Max psi +18.00 Light +1 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
Whipsnap (117% power, 15 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 24 Steam Pool [Unique] Steamtech Weapon Damage 117% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.0% Attack Speed 100% Block +50 On Hit: 10% To The Arms level 2 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +7 (+2 eff.) Fatigue +8% other ------- Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
Erelyran the dwarven-steel steamsaw (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Random Unique] Nature/Master/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On-hit +11 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: On-hit +13 cold While equipped: Stats +2 Wil +3 Mag offense ------ Physical Crit +7.0% Ignore resists +20% acid On shield block: * Deals 228 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On-Hit (Melee): * 10% chance to reduce armor by 45% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +12% cold other ------- Mana/turn +0.04 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! |
Poltergeist's Overclocked Radius (133% power, 19 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Unique] Arcane/Steamtech Weapon Damage 134% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 144% Block +50 On Hit: * increase paradox by a random amount On Critical: * increase paradox by a drastic amount with a chance to do an anomaly (5% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +9% Affinity +30% temporal Stun Resist +30% other ------- Talents +1 Paradox Pool +2 Block Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
verdant Rags of the Sanctuary of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +2 Con offense ------ Damage +7% nature defense ------ Resistance +5% blight +7% all Life +45.00 Life Regen +1.50 Healmod +12% Poison Resist +23% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 poison 20 nature slow defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Torilen (13 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: defense ------ Armor +8 Defense +13 (+4 eff.) Fatigue +12% Resistance +23% cold +12% light +6% temporal Life +100.00 Disarm Resist +20% Pinning Resist +20% A suit of armour made of mail. |
impenetrable voratun mail armour of spell shielding (5 def, 20 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Arcane/Master While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Fatigue +12% Resistance +8% arcane Spell save +19 (+8 eff.) A suit of armour made of mail. |
Ashdash the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +2 Con offense ------ Physical Crit +10.0% Mind Crit +7% Critical power +10.00% Ignore Armor +6 defense ------ Defense +10 (+3 eff.) Resistance +6% fire other ------- Infravision +3 A belt that goes around your waist. |
Bleaktrencher the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +1 Wil offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +9 (+3 eff.) Mindpower +10 (+2 eff.) Ignore resists +20% darkness defense ------ Resistance +7% acid +6% fire +7% cold +6% lightning Spell save +8 (+4 eff.) other ------- Hate-on-crit +2.00 Size +1 A belt that goes around your waist. |
Bogmortal the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% nature +9% temporal Ignore resists +20% acid When Hit 4 nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -7% Resistance +21% acid +6% nature other ------- Encumbrance +40 A belt that goes around your waist. |
drakeskin leather belt 'Mikalthodur'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +2 (+1 eff.) Damage +15% mind Ignore resists +5% mind defense ------ Armor +7 Defense +23 (+7 eff.) Resistance +6% acid Physical save +19 (+7 eff.) Mind save +9 (+4 eff.) Stealth +8 A belt that goes around your waist. |
thick kruk cloak of Eldoral (0 def, 5 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +1 Dex defense ------ Armor +5 Resistance +11% cold A stylish kruk-style cloak, to look awesome. |
Duvulach the Arcbrawn (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Cun +2 Con offense ------ Ignore resists +10% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 31% defense ------ Defense +2 (+1 eff.) Life +38.00 other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elodhessra the cashmere cloak (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Mind Crit +1% On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +7 (+2 eff.) Resistance +9% temporal Physical save +7 (+3 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of backstabbing (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Critical power +18.00% Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +12 (+4 eff.) Physical save +8 (+3 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 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. |
Belyba the Fograge (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con offense ------ Damage +5% physical Ignore resists +10% darkness +15% cold When Hit 6 darkness defense ------ Armor +3 Resistance +9% nature +6% darkness other ------- Size +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Nimbussorrow' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +3 Mag +3 Cun +5 Con offense ------ Damage +8% physical Ignore resists +20% lightning When Hit 6 lightning defense ------ Armor +4 Fatigue +3% Resistance +6% mind other ------- Spell cooldown 10% Size +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 149% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 20% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
hardened leather gloves 'Rootbrand' (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +5 Mag offense ------ Spellpower +5 (+1 eff.) On-Hit 7 arcane 8 mind Damage +12% temporal +3% arcane +6% mind Ignore resists +5% temporal On-Hit (Melee): * 20% chance to slow global speed by 68% defense ------ Armor +6 Resistance +4% arcane +7% mind Mind save +8 (+4 eff.) Life +52.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +7 mind On Hit: 10% Battle Shout level 3 On Hit: 20% Psychic Lobotomy level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xeralaith the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +2 Wil +5 Cun +2 Con offense ------ Physical Power +10 (+3 eff.) Damage +6% mind Accuracy +7 (+3 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Physical save +16 (+6 eff.) Spell save +5 (+3 eff.) Mind save +4 (+2 eff.) Disarm Resist +30% other ------- Max hate +6.00 Max psi +10.00 Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +17 Critical Rate +8.0% Attack Speed 83% On-hit +13 physical On Hit: 10% Juggernaut level 1 On Hit: 15% Perfect Strike level 3 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Smolderquell the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Str +3 Mag +2 Cun offense ------ Ignore resists +10% arcane When Hit 2 fire defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Crit Resistance 10.00% Spell save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Xussra the hardened leather hat (0 def, 6 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +4 On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Armor +6 Fatigue +3% other ------- Light +2 Infravision +2 A hat made of leather. Very stylish. |
hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
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 46.37 to 139.11 lightning damage (92.74 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Flarewedge (7 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature While equipped: Stats +7 Cun +3 Wil offense ------ Damage +3% fire Accuracy +4 (+2 eff.) When Hit 2 fire When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +6% lightning +9% cold +8% temporal other ------- Max hate +8.00 Breathe water A cap made of leather. |
Glitterwalker the hardened leather cap (20 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +7 Defense +20 (+6 eff.) Fatigue +3% Resistance +11% acid +27% lightning +16% cold +5% arcane +10% fire Healmod +15% Knockbk Resist +10% other ------- Light +3 A cap made of leather. |
Turalandil the Umbrafear (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spellpower +25 (+5 eff.) Damage +12% darkness Ignore resists +10% blight When Hit 8 arcane 2 darkness defense ------ Defense +2 (+1 eff.) Resistance +18% darkness A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
5 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. |
10 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. |
7 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. |
4 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. |
3 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. |
3 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. |
5 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance 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 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 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. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
752 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. |
Drihek the Sunreign2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore resists +25% acid When Hit 10 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 39 defense ------ Resistance +18% fire 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. |
Korutorerion2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Resistance +3% acid +3% light +5% arcane other ------- 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. |
Mayoyarin2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% arcane defense ------ Resistance +3% nature +1% physical Mind save +19 (+7 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
Relgeroddadur2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +5.00% Ignore resists +20% physical defense ------ Resistance +6% blight +5% arcane other ------- Stamina/turn +1.00 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Olerestir the dwarven lantern0.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +13 (+3 eff.) Damage +3% mind +9% temporal When Hit 4 arcane defense ------ Resistance +9% temporal +5% arcane +15% mind other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 137.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 137.89 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor0.0 Encumbrance 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. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) defense ------ Disease Resist +15% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
dwarven-steel pickaxe 'Frigidsmasher' (dig speed 13 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Psionic While equipped: Stats +2 Str offense ------ Damage +8% fire +7% mind +7% nature Ignore resists +20% cold When Hit 2 darkness defense ------ Resistance +9% cold +12% nature +6% darkness Physical save +5 (+2 eff.) Spell save +8 (+4 eff.) Mind save +15 (+6 eff.) Life +44.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Falovor the iron torque of clear mind [power 1] (8/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Resistance +3% mind +9% blight Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Magmamoon [power 2] (8/25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ When Hit 10 temporal 6 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tulatar [power 275] (8/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +2 Dex +2 Con offense ------ Physical Crit +7.0% Physical Power +10 (+3 eff.) Ignore Armor +3 defense ------ Resistance +9% blight other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 238 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of psionic shield [power 89] (8/25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glacieroozer the elm totem of stinging [power 122] (8/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Dex +1 Con offense ------ Ignore resists +10% fire defense ------ Resistance +9% cold Sting an enemy dealing 106 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Weepvalor the ash totem of thorny skin [power 27] (8/20 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 68% defense ------ Resistance +6% temporal Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
Dairygonik [power 260] (8/15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Mind Crit +5% other ------- EQ when Hit +0.12 Sting an enemy dealing 225 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 105] (8/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 91 lightning 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. |
elm wand of shielding 'Leledugrim' [power 116] (8/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex offense ------ Damage +9% mind defense ------ Resistance +5% arcane Crit Resistance 10.00% Mind save +6 (+3 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Sparkknight' [power 122] (8/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning +15% cold defense ------ Resistance +9% darkness other ------- Wards +3 acid +3 cold +3 nature +3 lightning Talents +1 Ward Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Splendourpeal [power 212] (8/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning +18% light Ignore resists +10% lightning +15% light When Hit 8 light 4 fire defense ------ Resistance +6% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (183 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zurri the Drem Adventurer level 11
3rd Acquisition 122nd year of Ascendancy at 22:34 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Zurri the Drem Adventurer level 29
18th Steel 123rd year of Ascendancy at 00:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Zurri the Drem Adventurer level 32
11st Gold 123rd year of Ascendancy at 06:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zurri the Drem Adventurer level 22
29th Iron 123rd year of Ascendancy at 08:13 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Zurri the Drem Adventurer level 29
45th Steel 123rd year of Ascendancy at 02:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zurri the Drem Adventurer level 10
23rd Voratun 122nd year of Ascendancy at 22:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zurri the Drem Adventurer level 20
17th Iron 123rd year of Ascendancy at 05:15 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Zurri the Drem Adventurer level 30
45th Steel 123rd year of Ascendancy at 04:31 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Zurri the Drem Adventurer level 31
5th Gold 123rd year of Ascendancy at 17:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Zurri the Drem Adventurer level 25
10th Steel 123rd year of Ascendancy at 08:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zurri the Drem Adventurer level 10
24th Voratun 122nd year of Ascendancy at 22:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Zurri the Drem Adventurer level 11
12nd Profit 122nd year of Ascendancy at 10:58 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zurri the Drem Adventurer level 23
31st Iron 123rd year of Ascendancy at 08:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zurri the Drem Adventurer level 18
24th Shortage 122nd year of Ascendancy at 05:28 see stats
Log
Adenne the vampire's fades into the shadows.
Zurri misses Adenne the vampire.
Adenne the vampire resists the stun!
Zurri uses Block.
A static shield forms around Zurri.
Adenne the vampire HEALS from blight damage!
Zurri hits Adenne the vampire for 214 darkness, 352 arcane, 11 light, 8 blight, 5 healing, 98 arcane, 10 darkness, 20 temporal, 25 fire, 55 darkness (794 total damage) [5 healing].
Adenne the vampire performs a melee critical strike against Zurri!
Zurri is crippled.
Adenne the vampire performs a melee critical strike against Zurri!
Zurri redirects the effect 'Deep Wound'!
Adenne the vampire speeds up.
Adenne the vampire HEALS from blight damage!
Adenne the vampire hits Zurri for (191 blocked), 0 darkness, (61 blocked), 0 darkness, (180 blocked), 0 darkness, (61 blocked), 0 darkness (0 total damage).
Melee retaliation hits Adenne the vampire for 16 darkness, 8 fire, 2 blight, 1 healing, 26 arcane, 14 darkness, 6 fire, 2 blight, 1 healing, 22 arcane (96 total damage) [2 healing].
Deep Wound from Adenne the vampire hits Zurri for (29 blocked), 0 physical (0 total damage).
Zurri casts Eldritch Fury.
Zurri misses Adenne the vampire.
Zurri performs a melee critical strike against Adenne the vampire!
Zurri misses Adenne the vampire.
Zurri misses Adenne the vampire.
Zurri misses Adenne the vampire.
Zurri misses Adenne the vampire.
Adenne the vampire resists the dazing blows!
Adenne the vampire HEALS from blight damage!
Zurri hits Adenne the vampire for 44 nature, 7 physical, 5 light, 3 blight, 2 healing, 41 arcane, 4 darkness, 9 temporal, 35 physical (148 total damage) [2 healing].
Adenne the vampire receives 18 healing from Carrion worm mass's wormblight area effect.
Adenne the vampire performs a melee critical strike against Zurri!
Static Shield from Zurri misses Adenne the vampire.




















































































































































