











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Tinkerer |
Class | Archmage (Technomancer) |
Level / Exp | 50 / 1797% |
Size | medium |
Lifes / Deaths | Killed by Polonne the temporal stalker at level 22 on the 36th Regrowth 123rd year of Ascendancy at 08:02 0 / 9Killed by Aeribeth the giant yellow ant at level 22 on the 36th Regrowth 123rd year of Ascendancy at 17:51 Killed by Porith the giant army ant at level 22 on the 36th Regrowth 123rd year of Ascendancy at 21:02 Killed by Aranne the treant at level 22 on the 38th Regrowth 123rd year of Ascendancy at 19:24 Killed by Cyrylle the white crystal at level 23 on the 40th Regrowth 123rd year of Ascendancy at 10:40 Killed by Salovena the temporal stalker at level 24 on the 49th Regrowth 123rd year of Ascendancy at 17:15 Killed by luminous horror at level 38 on the 42nd Dusk 123rd year of Ascendancy at 19:35 Killed by overpowered greater multi-hued wyrm at level 50 on the 46th Pyre 124th year of Ascendancy at 21:33 Killed by Ginn the blinkwyrm at level 50 on the 13rd Pyre 125th year of Ascendancy at 08:15 |
Primary Stats
Strength | 26 (base 14) |
Dexterity | 49 (base 44) |
Constitution | 50 (base 15) |
Magic | 126 (base 61) |
Willpower | 88 (base 62) |
Cunning | 98 (base 64) |
Resources
Life | -326/922 |
Mana | 400/963 |
Steam | 120/120 |
Positive | 159/197 |
Healing Factor | 0.77868478572407 |
Regeneration | -1.3626983750171 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.3322676295502E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18.485685011587 |
See Stealth | 18.999999999998 |
See Invisible | 13 |
Offense: Mainhand
Damage | 56 |
Accuracy | 41 |
Crit Chance | 51% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +35% |
Arcane | +124% |
Cold | +18% |
All | +10% |
Darkness | +34% |
Light | +45% |
Lightning | +26% |
Fire | +24% |
Mind | +31% |
Offense: Damage Penetration
Acid | +25% |
Physical | +5% |
Lightning | +45% |
Cold | +54% |
Arcane | 0% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 18.000000000001 (35.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 50 |
Mental Save | 46 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Lightning | + 70%( 70%) |
Light | + 44%( 70%) |
Physical | + 26%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 56%( 70%) |
Fire | + 62%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 96% |
Fear Resistance | 30% |
Poison Resistance | 20% |
Blind Resistance | 28% |
Silence Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 193 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 Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 50%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 674 damage for 7 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Occult technomancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.40 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1208. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Frozenpain (0 def, 13 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Power +18 (+8 eff.) Spellpower +14 (+3 eff.) Mindpower +16 (+4 eff.) Damage +6% acid Ignore resists +25% acid +25% cold defense ------ Armor +13 Resistance +13% acid +24% cold +15% lightning +9% fire Physical save +15 (+5 eff.) Silence Resist +50% Confus Resist +43% Pinning Resist +25% Stun Resist +49% Knockbk Resist +25% Teleport Resist +100% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: offense ------ Damage +20% light defense ------ Life +58.00 Blind Resist +28% Confus Resist +13% other ------- Light +14 See Stealth +19 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Spell Crit +5% Spellpower +14 (+3 eff.) Damage +9% acid +13% lightning +14% fire +13% arcane +8% cold Accuracy +20 (+7 eff.) defense ------ Defense +3 (+1 eff.) Resistance +3% physical Silence Resist +50% other ------- Mana/turn +2.92 Mana when Hit +2.80 EQ when Hit +0.04 Max mana +110.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% light Ignore resists +20% mind +29% cold defense ------ Resistance +17% mind +12% light other ------- Light +3 Create a shield absorbing up to 644 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to heal for 92. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Xeryth the voratun ring =silence res, phase, life= 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: defense ------ Resistance +18% blight +15% fire +5% arcane Physical save +27 (+9 eff.) Spell save +18 (+6 eff.) Mind save +18 (+6 eff.) Life +100.00 Poison Resist +20% Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Str +8 Mag +7 Cun offense ------ Physical Crit +7.0% Spellpower +12 (+3 eff.) Damage +17% arcane Ignore resists +20% lightning +5% physical defense ------ Resistance +17% acid +19% lightning +26% fire +17% arcane +25% cold Physical save +6 (+2 eff.) other ------- Max mana +20.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) Damage +3% lightning defense ------ Armor +2 Fatigue -20% Resistance +15% light +12% darkness Physical save +11 (+4 eff.) Disease Resist +20% Stun Resist +20% Teleport Resist +20% other ------- Encumbrance +50 A belt that goes around your waist. |
In main hand | ![]() Ravenseam (136% power, 6 apr, arcane element) 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +21 Mag +18 Wil +11 Cun offense ------ Spell Crit +33% Critical power +20.00% Spellpower +15 (+3 eff.) Spellpower/crit +9 Damage +9% darkness +48% arcane other ------- Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 15 acid Damage +10% acid Ignore resists +25% lightning When Hit 8 fire defense ------ Armor +3 Resistance +10% acid +9% darkness +9% cold +15% nature +18% lightning Disarm Resist +100% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Critical power +20.00% Damage +21% mind +21% arcane defense ------ Resistance +5% arcane +21% mind +11% all other ------- Talents +5 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +30% lightning +12% arcane +12% darkness Shield Duration +1 Shield Power +15% Stun Resist +50% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.8 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 353.71 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +30 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Resistance +25% nature +10% cold +10% darkness +30% mind Crit Resistance 23.00% Confus Resist +30% Fear Resist +30% other ------- Light +2 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] 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 172% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 782% 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. |
![]() 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 715% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1078% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 31% 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. |
![]() 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 25% for 3 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 magical and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion of the sneak (res 39%; mental, physical; dur 2; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 42% for 4 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 40% for 4 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. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 193.05 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% 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 1537% for 10 turns (1294 total) and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 4 turns and blocking 222 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 302 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 461 damage for 7 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 473 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() shielding rune of the sneak (absorb 576; dur 7; cd 14) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 576 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() shielding rune of the wizard (absorb 665; dur 6; cd 15) =good but cd= 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 665 damage for 6 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. Press to compare to your current inscriptions |
![]() 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 781 damage for 6 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 39 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 67 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 47 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 37 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 33 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 56 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 31 up to 7 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 50 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 52 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 25 up to 3 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Fulasta 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Resistance +13% lightning +3% nature +20% blight Blind Resist +10% Silence Resist +20% Stun Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +14 (+3 eff.) Damage +5% acid +5% fire +5% cold +5% lightning defense ------ Resistance +6% nature +6% blight Blind Resist +20% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +7 (+3 eff.) Combat Speed +10% Damage +9% mind +7% physical defense ------ Defense +30 (+10 eff.) Resistance +5% arcane Unlife -40.00 life Life +100.00 Cut Resist +20% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +14% mind Confus Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 462 strength, based on Magic) for 6 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+12 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.2 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (192). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +4 Cun +6 Con offense ------ Critical power +15.00% Damage +18% light defense ------ Resistance +19% lightning Crit Resistance 15.15% Stun Resist +38% other ------- Max hate +6.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 690.80 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.6 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex +6 Mag +4 Wil +4 Con offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) On-Hit 15 light 12 darkness Damage +7% acid +15% light +14% darkness +8% cold +7% lightning +6% fire When Hit: * 13% chance to reduce damage dealt by 28% * 9% chance to blind other ------- Light +3 Infravision +3 Masteries +0.40 Technique/Combat training Amulets make your neck look great! |
![]() voratun amulet 'Blizzardblur' 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +3% arcane Ignore resists +15% arcane When Hit 10 arcane defense ------ Resistance +18% mind +3% cold Physical save +21 (+7 eff.) Spell save +21 (+7 eff.) Mind save +19 (+7 eff.) Blind Resist +33% Confus Resist +50% other ------- Infravision +9 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +10 Wil +3 Cun offense ------ On-Hit (Melee): * 21% chance to slow global speed by 63% defense ------ Armor +14 Resistance +9% light Crit Resistance 15.66% Mind save +19 (+6 eff.) Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 10 light 11 darkness Damage +10% light +12% darkness When Hit: * 12% chance to reduce damage dealt by 28% * 11% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +9 Dex +6 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex offense ------ Ignore resists +10% physical +5% fire Accuracy +15 (+5 eff.) defense ------ Mind save +7 (+3 eff.) Confus Resist +21% other ------- Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% blight +6% fire Ignore resists +25% blight When Hit 4 fire defense ------ Fatigue -5% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +3.0% Damage +6% fire Accuracy +5 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +3% fire Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life +21.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Mag offense ------ Accuracy +30 (+10 eff.) When Hit 6 physical defense ------ Defense +5 (+1 eff.) Resistance +5% arcane Spell save +8 (+3 eff.) Disarm Resist +20% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Mind Crit +5% Damage +18% acid defense ------ Fatigue -6% Resistance +6% acid other ------- Encumbrance +26 Hate-on-crit +5.00 Max hate +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% lightning +30% fire +12% blight Ignore resists +10% lightning When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 defense ------ Resistance +6% lightning Mind save +8 (+3 eff.) Confus Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) Damage +11% arcane +21% mind defense ------ Resistance +11% arcane Life +23.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +5 Con offense ------ Physical Power +6 (+3 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +5 (+1 eff.) Blind Resist +24% Silence Resist +26% other ------- Mana/turn +0.13 Infravision +4 See Stealth +9 See Invisibility +11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +3 Mag offense ------ On-Hit 16 light On-Ranged-Hit 16 light Damage +12% light defense ------ Spell save +13 (+5 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% fire defense ------ Resistance +6% acid +12% lightning +15% darkness +9% blight Spell save +12 (+4 eff.) Life +30.00 Disarm Resist +28% Pinning Resist +32% Knockbk Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag offense ------ On-Hit 21 light On-Ranged-Hit 25 light Damage +16% light When Hit 10 darkness defense ------ Resistance +6% mind +6% light Blind Resist +20% Disease Resist +20% other ------- Max mana +100.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Winterfist the gold ring =conf 31= 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +5 Mag offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Spellpower +8 (+2 eff.) Move Speed +19% Damage +9% cold +6% arcane +8% all Ignore resists +20% cold Accuracy +9 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 48% defense ------ Defense +10 (+3 eff.) Resistance +3% acid +6% cold Mind save +7 (+3 eff.) Confus Resist +31% Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Fatigue -8% Resistance +27% acid +6% lightning Crit Resistance 15.00% Spell save +12 (+4 eff.) other ------- Encumbrance +32 Rings make your fingers look great! |
![]() gold quartz ring =dodge= 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +12 On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +11 (+3 eff.) Resistance +8% blight +3% acid +17% nature +6% mind Life +31.00 Poison Resist +16% Disease Resist +18% Disarm Resist +27% Pinning Resist +29% Stun Resist +30% Knockbk Resist +38% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Con offense ------ Ignore Armor +4 defense ------ Armor +24 Defense +20 (+6 eff.) Resistance +16% temporal +4% physical Life Regen +4.21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+3 eff.) defense ------ Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Mag offense ------ Spellpower +7 (+2 eff.) Accuracy +12 (+4 eff.) Ignore Armor +7 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Con offense ------ Damage +6% arcane Ignore resists +15% arcane +10% darkness When Hit 6 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Physical save +14 (+5 eff.) Spell save +14 (+5 eff.) Life +40.00 Disarm Resist +34% Pinning Resist +32% Knockbk Resist +32% other ------- Max stamina +14.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Dex +1 Cun +10 Con offense ------ Physical Power +5 (+2 eff.) Damage +9% mind +16% fire defense ------ Resistance +32% fire Spell save +14 (+5 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +3.00 Max stamina +15.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +8 Mag +7 Wil offense ------ Spellpower +11 (+2 eff.) Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 27 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 35 defense ------ Stun Resist +30% other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Critical power +20.00% Mindpower +15 (+4 eff.) defense ------ Resistance +5% arcane Life Regen +7.00 Stun Resist +40% other ------- Psi when Hit +0.32 Max hate +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +12 Dex +2 Con offense ------ Physical Power +15 (+7 eff.) Spellpower +15 (+3 eff.) Mindpower +13 (+3 eff.) Ignore resists +26% arcane +25% nature Ignore Armor +5 other ------- Vim-on-crit +2.09 Max stamina +31.32 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +7 Wil offense ------ Damage +16% light defense ------ Resistance +32% light Mind save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun offense ------ Damage +13% nature defense ------ Defense +12 (+4 eff.) Resistance +26% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +14 (+3 eff.) defense ------ Resistance +23% acid +22% fire +17% lightning +24% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex +8 Mag offense ------ Critical power +21.07% Spellpower +32 (+7 eff.) Damage +21% arcane Ignore resists +26% temporal Accuracy +20 (+7 eff.) On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +4% Physical Power +32 (+13 eff.) Spellpower +12 (+3 eff.) Damage +15% lightning +15% physical +25% darkness Ignore resists +15% arcane defense ------ Defense +33 (+11 eff.) Resistance +4% physical Spell save +15 (+5 eff.) other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 192.66 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +18.00% Spellpower +22 (+5 eff.) Damage +25% blight defense ------ Resistance +5% arcane +15% fire Life +60.00 Pinning Resist +21% other ------- EQ when Hit +0.36 Hate-on-crit +5.00 Max mana +105.36 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +8.0% Spell Crit +8% Physical Power +11 (+5 eff.) Spellpower +20 (+4 eff.) Damage +25% darkness Accuracy +10 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Physical Crit +16.0% Spell Crit +23% Critical power +13.00% Physical Power +22 (+10 eff.) Spellpower +32 (+7 eff.) Damage +30% lightning +6% light Accuracy +28 (+9 eff.) defense ------ Resistance +3% blight +3% temporal Spell save +6 (+2 eff.) other ------- See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Str +7 Dex +4 Mag +10 Con offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +12 Damage +30% arcane +9% darkness other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +5% Spellpower +23 (+5 eff.) On-Hit 24 arcane Damage +30% darkness other ------- Max mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Weapon Damage 205% Range: 1.0x-1.5x Uses 140% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 37 * Blasts creatures in a radius 1 shockwave around your target for 105.60 to 316.80 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 223.30 to 446.60 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +19 Str +12 Dex +13 Mag +12 Wil +16 Cun +13 Con offense ------ Damage +21% physical Accuracy +31 (+10 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 173% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +14 (+7 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon Reqs Str 30 [Unique] Steamtech Weapon Damage 191% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: offense ------ Move Speed +25% defense ------ Armor +19 Defense +14 (+4 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Psionic Weapon Damage 143% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +24 (+8 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% all Accuracy +12 (+4 eff.) Ignore Armor +11 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Random Unique] Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +7 Str +6 Dex offense ------ Physical Crit +9.0% Mind Crit +7% Critical power +48.07% Combat Speed +10% Damage +13% physical Accuracy +42 (+14 eff.) Ignore Armor +10 defense ------ Resistance +3% light other ------- Psi when Hit +0.04 Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Weapon Damage 139% 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% While equipped: Stats +10 Con +10 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +11 (+3 eff.) Life +79.00 Disarm Resist +44% One-handed war axes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 darkness On Hit: * 20% chance to slow global speed by 63% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +19.0% Critical power +21.07% Damage +18% physical Ignore resists +10% nature Ignore Armor +4 On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +6% fire Physical save +6 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +14 nature While equipped: Stats +10 Str +11 Dex +10 Mag +6 Wil +9 Cun +10 Con Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 mind 5 darkness Damage +4% mind +4% darkness defense ------ Mind save +2 (+1 eff.) other ------- Max psi +24.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 12 physical Damage +3% nature +9% physical Ignore resists +5% nature +10% physical defense ------ Resistance +5% nature +10% physical other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +21 lightning +21 temporal On-crit, radius 2 +12 temporal While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +9% physical Ignore resists +9% physical defense ------ Defense +20 (+6 eff.) Resistance +15% blight +9% physical Mind save +18 (+6 eff.) Life +60.00 Healmod +15% Stun Resist +21% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Resonance +19% Damage +7% mind Ignore resists +6% mind defense ------ Resistance +7% mind other ------- Psi when Hit +1.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +14 (+3 eff.) Global Speed +9% On-Hit 9 fire Damage +10% mind +7% fire Ignore resists +15% fire defense ------ Resistance +20% fire other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 117% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 20 physical Damage +17% physical Ignore resists +20% physical defense ------ Resistance +14% physical other ------- Hate/kill +4.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 170.30 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 117% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +10% lightning +8% cold +8% physical defense ------ Defense +20 (+6 eff.) Pinning Resist +29% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Mag Damage Occult Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+4 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 30 [Unique] Steamtech Weapon Damage 136% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 115% Block +50 Lifesteal +3% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Rare] Nature/Steamtech Weapon Damage 137% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +73 On-Hit, radius 1 +21 blight On-crit, radius 2 +12 light Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +3.0% Physical Power +32 (+13 eff.) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +18% nature +16% blight Physical save +19 (+6 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Max stamina +30.00 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! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Nature/Steamtech Weapon Damage 138% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +76 On-hit +8 cold On Hit: * 10% chance to slow global speed by 63% Uses 1.0 Steam While equipped: Stats +10 Str +10 Dex +11 Mag +11 Wil +9 Cun +11 Con offense ------ Damage +3% cold Ignore resists +10% cold On-Hit (Melee): * 20% chance to slow global speed by 63% When Hit: * 28% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +11% acid +18% temporal +9% light +3% darkness +11% fire +10% cold +11% lightning other ------- 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Nature/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-Hit, radius 1 +8 arcane +8 blight Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +3% blight Ignore resists +10% lightning When Hit 8 arcane defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +12% Resistance +9% lightning +26% cold +16% nature +19% blight Life +63.00 other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +101 On-hit +16 lightning On-Hit, radius 1 +16 arcane Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con offense ------ Damage +6% arcane Ignore resists +25% arcane defense ------ Armor +15 Defense +10 (+3 eff.) Fatigue +12% Resistance +13% physical Physical save +10 (+3 eff.) other ------- Wards +6 lightning +7 temporal +6 darkness +8 fire +7 nature +6 blight +7 cold +8 arcane +6 light Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Rare] Arcane/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-hit +20 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce strength, dexterity, and constitution by 37 Uses 1.0 Steam While equipped: offense ------ Damage +32% temporal Ignore resists +25% fire When Hit 11 fire On-Hit (Melee): * 21% chance to reduce damage dealt by 28% * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego] Disrupt/Master/Steamtech Weapon Damage 160% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +91 On Hit: * 9% chance to slow global speed by 63% Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Normal] Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +105 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Rare] Nature/Steamtech Weapon Damage 152% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 On-Hit, radius 1 +20 acid Uses 1.0 Steam While equipped: Stats +13 Str +12 Dex +13 Mag +13 Wil +16 Cun +13 Con offense ------ Critical power +20.00% Damage +6% acid +9% mind defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +9% lightning other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +18 cold While equipped: Stats +5 Dex +4 Wil +8 Con offense ------ Damage +15% lightning +30% cold Ignore resists +26% mind defense ------ Resistance +9% blight Unlife -60.00 life Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +20 fire While equipped: offense ------ Damage +27% fire Ignore resists +23% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +4 Str +11 Wil +11 Con offense ------ Physical Power +8 (+4 eff.) defense ------ Life +63.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +8 Str +11 Dex +5 Mag +9 Wil +8 Cun +11 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T4 arrow ammo [Rare] Psionic Weapon Damage 157% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 Ignore Shields +32% On-ranged-hit +21 blight On-crit, radius 2 +21 nature +21 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Psionic Weapon Damage 166% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con defense ------ Armor +19 Fatigue +8% Physical save +13 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +9 Cun +6 Con offense ------ Damage +19% light +16% darkness defense ------ Armor +18 Fatigue +8% Resistance +15% light +14% darkness Physical save +7 (+2 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Wil offense ------ Critical power +20.00% Mindpower +32 (+8 eff.) Damage +18% mind +9% fire Ignore resists +26% lightning defense ------ Armor +10 Fatigue +8% Mind save +19 (+7 eff.) other ------- Wards +8 lightning +8 temporal +6 darkness +8 fire +8 nature +8 blight +8 cold +8 arcane +8 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +15 (+3 eff.) Damage +17% all defense ------ Resistance +13% all other ------- Mana/turn +0.28 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Con offense ------ Mind Crit +11% Mindpower +14 (+3 eff.) Damage +30% mind +27% physical Ignore resists +20% mind defense ------ Resistance +27% physical +3% light +3% fire +3% cold +15% all Spell save +6 (+2 eff.) Mind save +29 (+10 eff.) other ------- Psi/turn +0.56 Max psi +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +13% acid +16% physical +15% fire +17% cold defense ------ Resistance +20% acid +16% physical +15% fire +14% cold +15% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +8 Str +6 Mag +6 Wil offense ------ Damage +27% lightning +20% physical +8% cold defense ------ Resistance +11% lightning +8% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +9 Dex offense ------ Ignore resists +5% arcane When Hit 4 arcane defense ------ Armor +16 Defense +27 (+9 eff.) Fatigue +8% Resistance +27% acid +12% blight Unlife -40.00 life Life +52.00 Cut Resist +20% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Arcane While equipped: Stats +9 Wil offense ------ On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 37 defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +27% cold +30% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Mana-on-crit +2.11 Max mana +80.00 Max vim +50.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +27% cold +12% light +15% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +8.0% Ignore Armor +13 defense ------ Armor +8 Defense +32 (+10 eff.) Fatigue +8% Resistance +16% light +18% darkness other ------- Stamina/turn +1.00 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 114 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Life +55.00 Life Regen +14.30 Healmod +15% other ------- Stamina/turn +1.40 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Life +55.00 Life Regen +10.20 Healmod +16% A suit of armour made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: Stats +5 Str +5 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +27% cold Life +50.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +6 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning Life +89.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: defense ------ Armor +15 Defense +5 (+1 eff.) Fatigue +12% Resistance +10% acid +6% physical +9% cold +8% lightning +12% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Rare] Psionic While equipped: Stats +5 Cun +5 Con offense ------ Physical Crit +3.0% Physical Power +32 (+13 eff.) Ignore resists +10% mind On-Hit (Melee): * 21% chance to reduce all saves and defense by 35 defense ------ Armor +20 Defense +20 (+6 eff.) Fatigue +12% Resistance +30% cold +6% temporal Spell save +15 (+5 eff.) Mind save +23 (+8 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane/Master While equipped: Stats +7 Str +9 Mag +6 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +9% Physical Power +17 (+8 eff.) Spellpower +15 (+3 eff.) Mindpower +18 (+4 eff.) defense ------ Armor +35 Fatigue +22% Resistance +16% lightning A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Spell Crit +1% Ignore resists +10% arcane Against +17% Summoned defense ------ Resist Against +18% Summoned Spell save +6 (+2 eff.) other ------- Max mana +80.00 Max vim +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 477, based on Magic) for 11 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +11.00% Physical Power +5 (+2 eff.) defense ------ Resistance +30% acid +2% physical +20% nature Cut Resist +20% Confus Resist +20% other ------- Hate-on-crit +5.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +2 Dex +10 Mag +10 Wil offense ------ Spell Crit +5% Spellpower +7 (+2 eff.) Ignore Armor +4 defense ------ Armor +19 Mind save +13 (+5 eff.) Unlife -80.00 life other ------- Max stamina +30.00 Create a temporary shield that absorbs 337 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Critical power +20.00% defense ------ Armor +10 Defense +2 (+0 eff.) Resistance +3% physical +38% cold Crit Resistance 15.00% Spell save +9 (+3 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex offense ------ Mind Crit +3% Critical power +5.00% Mindpower +10 (+2 eff.) Ignore resists +25% temporal defense ------ Defense +13 (+4 eff.) Resistance +19% blight +19% fire +16% nature +22% light Mind save +12 (+4 eff.) Stealth +14 Life Regen +11.00 Healmod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+7 eff.) Spell save +20 (+7 eff.) Mind save +20 (+7 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 69% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 286 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +8 Dex defense ------ Armor +5 Defense +15 (+5 eff.) other ------- Stamina/turn +1.10 Max stamina +37.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +7 Cun +11 Con offense ------ Accuracy +8 (+3 eff.) Ignore Armor +12 defense ------ Armor +8 Hardiness +11% Resistance +10% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+2 eff.) Damage +14% arcane defense ------ Armor +2 Fatigue +3% Resistance +12% nature other ------- Mana/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: Stats +8 Str +3 Dex +4 Mag +8 Cun +7 Con offense ------ Damage +3% blight Ignore resists +10% blight defense ------ Armor +5 Fatigue +5% Resistance +30% nature +3% temporal Spell save +19 (+7 eff.) Life +207.00 Healmod +37% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.08 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex +10 Con defense ------ Armor +11 Fatigue +5% Resistance +11% acid +3% temporal +2% physical +14% cold +3% blight +13% fire +5% arcane +13% lightning Spell save +6 (+2 eff.) Healmod +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 145.4 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +17 Mag +6 Wil +9 Con offense ------ Spellpower +5 (+1 eff.) Damage +16% arcane Ignore resists +10% darkness When Hit 2 blight On-Hit (Melee): * 21% chance to reduce damage dealt by 28% defense ------ Defense +3 (+1 eff.) Resistance +3% acid +6% darkness +6% blight other ------- Infravision +9 See Stealth +18 See Invisibility +24 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 82% and attempts to push all creatures other than yourself out of its radius, inflicting 23.73 light damage and 21.93 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-6 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+6 eff.) Spellpower +16 (+3 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +10.00% Damage +0% light defense ------ Resistance +9% light +6% nature Spell save +18 (+6 eff.) Blind Resist +20% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+5 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+3 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 480] amazing healing salve [power 480]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Heal 480 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 420] amazing pain suppressor salve [power 420]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Let you fight up to -420 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: other ------- Mana/turn +0.20 Mana-on-crit +1.00 Vim-on-crit +1.00 Max mana +60.00 Max vim +20.00 Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 108. 100% to gain a 37% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Forbidden Tome: "Home, Horrific Home" 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
By Technoyuri the Tinkerer Archmage level 30
28th Pyre 123rd year of Ascendancy at 21:09 see stats
By Technoyuri the Tinkerer Archmage level 47
3rd Pyre 124th year of Ascendancy at 04:24 see stats
By Technoyuri the Tinkerer Archmage level 38
38th Haze 123rd year of Ascendancy at 18:55 see stats
By Technoyuri the Tinkerer Archmage level 45
37th Regrowth 124th year of Ascendancy at 23:32 see stats
By Technoyuri the Tinkerer Archmage level 36
3rd Dusk 123rd year of Ascendancy at 14:13 see stats
By Technoyuri the Tinkerer Archmage level 50
33rd Pyre 124th year of Ascendancy at 06:54 see stats
By Technoyuri the Tinkerer Archmage level 50
46th Pyre 124th year of Ascendancy at 19:24 see stats
By Technoyuri the Tinkerer Archmage level 50
48th Regrowth 125th year of Ascendancy at 14:25 see stats
By Technoyuri the Tinkerer Archmage level 47
73rd Regrowth 124th year of Ascendancy at 04:24 see stats
By Technoyuri the Tinkerer Archmage level 50
29th Pyre 124th year of Ascendancy at 02:12 see stats
By Technoyuri the Tinkerer Archmage level 38
69th Dusk 123rd year of Ascendancy at 18:38 see stats
By Technoyuri the Tinkerer Archmage level 50
77th Regrowth 125th year of Ascendancy at 02:33 see stats
By Technoyuri the Tinkerer Archmage level 12
55th Haze 122nd year of Ascendancy at 21:15 see stats
By Technoyuri the Tinkerer Archmage level 50
40th Pyre 124th year of Ascendancy at 13:16 see stats
By Technoyuri the Tinkerer Archmage level 49
9th Pyre 124th year of Ascendancy at 13:02 see stats
By Technoyuri the Tinkerer Archmage level 50
50th Regrowth 125th year of Ascendancy at 01:03 see stats
By Technoyuri the Tinkerer Archmage level 36
3rd Dusk 123rd year of Ascendancy at 12:52 see stats
By Technoyuri the Tinkerer Archmage level 24
49th Regrowth 123rd year of Ascendancy at 15:40 see stats
By Technoyuri the Tinkerer Archmage level 34
1st Summertide 123rd year of Ascendancy at 01:04 see stats
By Technoyuri the Tinkerer Archmage level 50
40th Pyre 124th year of Ascendancy at 15:01 see stats
By Technoyuri the Tinkerer Archmage level 50
8th Pyre 125th year of Ascendancy at 18:53 see stats
By Technoyuri the Tinkerer Archmage level 37
18th Dusk 123rd year of Ascendancy at 14:04 see stats
By Technoyuri the Tinkerer Archmage level 50
47th Pyre 124th year of Ascendancy at 00:56 see stats
By Technoyuri the Tinkerer Archmage level 10
34th Haze 122nd year of Ascendancy at 16:30 see stats
By Technoyuri the Tinkerer Archmage level 20
6th Allure 123rd year of Ascendancy at 21:26 see stats
By Technoyuri the Tinkerer Archmage level 30
26th Pyre 123rd year of Ascendancy at 00:39 see stats
By Technoyuri the Tinkerer Archmage level 40
49th Haze 123rd year of Ascendancy at 14:50 see stats
By Technoyuri the Tinkerer Archmage level 50
10th Pyre 124th year of Ascendancy at 04:49 see stats
By Technoyuri the Tinkerer Archmage level 40
2nd Wintertide 124th year of Ascendancy at 15:34 see stats
By Technoyuri the Tinkerer Archmage level 40
4th Regrowth 124th year of Ascendancy at 08:23 see stats
By Technoyuri the Tinkerer Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:41 see stats
By Technoyuri the Tinkerer Archmage level 37
39th Dusk 123rd year of Ascendancy at 23:23 see stats
By Technoyuri the Tinkerer Archmage level 40
50th Haze 123rd year of Ascendancy at 00:34 see stats
By Technoyuri the Tinkerer Archmage level 42
29th Regrowth 124th year of Ascendancy at 03:30 see stats
By Technoyuri the Tinkerer Archmage level 30
26th Pyre 123rd year of Ascendancy at 10:31 see stats
By Technoyuri the Tinkerer Archmage level 49
9th Pyre 124th year of Ascendancy at 17:16 see stats
By Technoyuri the Tinkerer Archmage level 38
38th Haze 123rd year of Ascendancy at 18:55 see stats
By Technoyuri the Tinkerer Archmage level 22
36th Regrowth 123rd year of Ascendancy at 17:48 see stats
By Technoyuri the Tinkerer Archmage level 9
21st Haze 122nd year of Ascendancy at 02:01 see stats
By Technoyuri the Tinkerer Archmage level 38
38th Haze 123rd year of Ascendancy at 18:55 see stats
By Technoyuri the Tinkerer Archmage level 32
65th Pyre 123rd year of Ascendancy at 08:03 see stats
By Technoyuri the Tinkerer Archmage level 45
71st Regrowth 124th year of Ascendancy at 17:51 see stats
By Technoyuri the Tinkerer Archmage level 22
37th Regrowth 123rd year of Ascendancy at 06:15 see stats
By Technoyuri the Tinkerer Archmage level 50
47th Dusk 124th year of Ascendancy at 01:32 see stats
By Technoyuri the Tinkerer Archmage level 32
64th Pyre 123rd year of Ascendancy at 19:44 see stats
By Technoyuri the Tinkerer Archmage level 27
80th Regrowth 123rd year of Ascendancy at 08:42 see stats
By Technoyuri the Tinkerer Archmage level 17
79th Haze 122nd year of Ascendancy at 09:07 see stats
By Technoyuri the Tinkerer Archmage level 50
46th Pyre 124th year of Ascendancy at 21:34 see stats
By Technoyuri the Tinkerer Archmage level 44
37th Regrowth 124th year of Ascendancy at 20:24 see stats
By Technoyuri the Tinkerer Archmage level 45
71st Regrowth 124th year of Ascendancy at 16:59 see stats
Log
Ginn the blinkwyrm's arcane area effect hits Technoyuri for 241 arcane damage.
Epidemic from Ginn the blinkwyrm hits Technoyuri for 121 blight damage.
Aether Breach from Technoyuri hits Ginn the blinkwyrm for (344 to time), 155 arcane (155 total damage).
--------------------------------
Technoyuri activates his Shine's kiss the dragonbone wand of shielding!
A shield forms around Technoyuri.
Technoyuri's mind surges with critical power!
Ginn the blinkwyrm casts Wraithform.
Ginn the blinkwyrm casts Cyst Burst.
Ginn the blinkwyrm's spell attains critical power!
Ginn the blinkwyrm hits Technoyuri for (512 absorbed), 0 blight (0 total damage).
Ginn the blinkwyrm receives 99 healing from Temporal Restoration Field.
Ginn the blinkwyrm's arcane area effect hits Technoyuri for (241 absorbed), 0 arcane (0 total damage).
Ginn the blinkwyrm casts Soul Rot.
Ginn the blinkwyrm's spell attains critical power!
Technoyuri is free from the weakness disease.
Decrepitude Disease from Ginn the blinkwyrm hits Technoyuri for (79 absorbed), 0 blight (0 total damage).
Epidemic from Ginn the blinkwyrm hits Technoyuri for (86 absorbed), 0 blight (0 total damage).
Aether Breach from Technoyuri hits Ginn the blinkwyrm for 499 arcane damage.
Ginn the blinkwyrm resists!
Technoyuri's aether beam hits Ginn the blinkwyrm for 101 arcane damage.
Ginn the blinkwyrm resists!
Technoyuri's aether beam hits Ginn the blinkwyrm for 101 arcane damage.
Ginn the blinkwyrm resists!
Technoyuri's aether beam hits Ginn the blinkwyrm for 101 arcane damage.
Your shield crumbles under the damage!
The shield around Technoyuri crumbles.
Ginn the blinkwyrm's Soul Rot hits Technoyuri for (189 absorbed), 371 blight (371 total damage).
Technoyuri the level 50 tinkerer archmage was fouled to death by Ginn the blinkwyrm on level 3 of Gorbat Pride.