Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 50 / 1202% |
Size | medium |
Lifes / Deaths | Killed by Mayolaith the sand-drake at level 21 on the 67th Haze 122nd year of Ascendancy at 07:52 0 / 9Killed by Aurits the onilug at level 25 on the 2nd Decay 122nd year of Ascendancy at 15:35 Killed by Eloruth the onilug at level 26 on the 3rd Decay 122nd year of Ascendancy at 19:16 Killed by Ivutta the bloated horror at level 29 on the 64th Regrowth 123rd year of Ascendancy at 04:02 Killed by vampire lord at level 35 on the 74th Pyre 123rd year of Ascendancy at 21:35 Killed by Arona the orc grand summoner at level 49 on the 3rd Pyre 124th year of Ascendancy at 20:26 Killed by Zubinne the orc master wyrmic at level 50 on the 53rd Dusk 124th year of Ascendancy at 20:03 Killed by Argoniel at level 50 on the 54th Dusk 124th year of Ascendancy at 09:48 Killed by Elandar at level 50 on the 54th Dusk 124th year of Ascendancy at 10:03 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 93 (base 66) |
Constitution | 19 (base 13) |
Magic | 51 (base 31) |
Willpower | 29 (base 11) |
Cunning | 108 (base 60) |
Resources
Life | -67/1032 |
Steam | 108/118 |
Vim | 336/336 |
Healing Factor | 1.1791723257555 |
Regeneration | 5.0114823844609 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 29 |
See Invisible | 29 |
Offense: Mainhand
Damage | 110 |
Accuracy | 68 |
Crit Chance | 75% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 72 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +35% |
Light | +37% |
Physical | +45% |
Fire | +111% |
Arcane | +62% |
Mind | +41% |
All | +23% |
Offense: Damage Penetration
Nature | +86% |
Lightning | +65% |
Light | +65% |
Cold | +57% |
Darkness | +75% |
Arcane | +85% |
Fire | +91% |
All | +40% |
Defense: Base
Armour (hardiness) | 60 (69.687909656376%) |
Defense | 88 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 34 |
Mental Save | 64 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 41%( 70%) |
All | + 7%( 70%) |
Physical | + 8%( 70%) |
Lightning | + 70%( 70%) |
Light | + 41%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 61%( 70%) |
Fire | + 70%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 61% |
Disarm Resistance | 80% |
Confusion Resistance | 37% |
Knockback Resistance | 72% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.3 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 168% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubevea the snow giant. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by vampire lord. Escort: repented thief (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Maj'Eyal 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 Clear | active |
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 | Xanymiwyn the Phoenixvalor (0 def, 6 armour) Xanymiwyn the Phoenixvalor (0 def, 6 armour) 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% light +26% fire defense ------ Armor +6 Resistance +24% fire +5% arcane +15% cold Physical save +13 (+4 eff.) Mind save +20 (+5 eff.) Life +60.00 Pinning Resist +41% Knockbk Resist +20% Teleport Resist +121% A pair of boots made of leather. |
Quiver | Zubyna the pouch of stralite shots (18/20, 60-72 power, 13 apr) Zubyna the pouch of stralite shots (18/20, 60-72 power, 13 apr) 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Master Weapon Damage 60.0 - 72.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +27.5% Capacity 20 Projectile Speed +200% On-ranged-hit +4 blight +4 mind +20 arcane On-Hit, radius 1 +17 fire On Hit: * 20% chance to reduce all saves and defense by 39 On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Unlightmistress Unlightmistress1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +12% darkness Ignore resists +20% nature +20% darkness +15% all Ignore Armor +12 When Hit 8 blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to reduce damage dealt by 31% defense ------ Resistance +6% blight +6% nature +18% darkness other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Kindlerigor the voratun helm (11 def, 12 armour) Kindlerigor the voratun helm (11 def, 12 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +11 Cun +11 Wil offense ------ Critical power +10.00% Damage +6% fire Ignore Armor +1 defense ------ Armor +12 Defense +11 (+2 eff.) Fatigue +5% Resistance +1% physical +18% light +13% blight +6% fire +22% mind +20% darkness Mind save +59 (+14 eff.) Confus Resist +37% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Steam Powered Gauntlets (0 def, 13 armour) Steam Powered Gauntlets (0 def, 13 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +50% other ------- Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | stralite torque of mindblast 'Blindpiercer' [power 370] (7/15 cooldown) stralite torque of mindblast 'Blindpiercer' [power 370] (7/15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% arcane Ignore resists +15% darkness +25% arcane When Hit 6 darkness defense ------ Resistance +5% arcane +20% darkness Blast the opponent's mind dealing 522 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Strikesever Strikesever0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Power +15 (+3 eff.) Damage +18% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Defense +20 (+4 eff.) Resistance +21% lightning +36% fire Physical save +9 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
On fingers | Getablek Getablek0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +10.00% Physical Power +7 (+1 eff.) Spellpower +8 (+2 eff.) Mindpower +11 (+3 eff.) Damage +3% mind +5% all defense ------ Resistance +26% acid +26% fire +26% cold +22% lightning Mind save +10 (+2 eff.) Life +31.00 Disarm Resist +30% Pinning Resist +20% Knockbk Resist +32% Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Damage +12% fire defense ------ Stun Resist +60% Amulets make your neck look great! |
In main hand | voratun steamgun 'Emelisetha' voratun steamgun 'Emelisetha' 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 fire On-crit, radius 2 +45 lightning +28 cold On Hit: * injects a simple virus dealing 140 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: offense ------ Steampower +14 (+3 eff.) Move Speed +46% Damage +17% fire +22% physical Ignore resists +25% lightning +17% cold defense ------ Armor +3 Resistance +6% blight +6% mind Life Regen +4.00 Healmod +10% Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Plagueorder Plagueorder 1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: offense ------ Damage +15% mind Ignore resists +26% nature +10% fire When Hit 10 fire On-Hit (Melee): * 21% chance to slow global speed by 67% defense ------ Resistance +6% nature +27% fire Anomaly Control +19 Life +129.00 other ------- Max mana +80.00 Max stamina +61.00 Max hate +20.00 Max psi +35.00 Max vim +40.00 Max positive +40.00 Max negative +39.00 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+8 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Noonking the cashmere cloak (13 def, 0 armour) Noonking the cashmere cloak (13 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +15% fire +9% light +15% arcane Ignore resists +20% arcane defense ------ Defense +13 (+3 eff.) Resistance +30% lightning +5% arcane +6% light Physical save +11 (+4 eff.) Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Molten Skin (15 def, 22 armour) Molten Skin (15 def, 22 armour) 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+4 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +22 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold Crit Resistance 35.00% other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.4 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 340.71 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
medical injector implant (efficiency 132% / cooldown 54%) medical injector implant (efficiency 132% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 154% / cooldown 79%) medical injector implant of the duelist (efficiency 154% / cooldown 79%)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 154% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15) steam generator implant (steam 15)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6) steam generator implant of the psychic (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 105; cd 15) healing infusion (heal 105; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 105 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 86; cd 12) healing infusion (heal 86; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 681%; cd 12) movement infusion of the duelist (speed 681%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 588%; cd 8) movement infusion of the psychic (speed 588%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1065%; cd 14) movement infusion of the sneak (speed 1065%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1065% 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. |
movement infusion of the titan (speed 593%; cd 9) movement infusion of the titan (speed 593%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 500; 16 cd) regeneration infusion of the wizard (heal 500; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 500 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 34%; magical; dur 3; cd 10) wild infusion of the warrior (res 34%; magical; dur 3; cd 10)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 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; acid, physical, cold, nature, mind) Prismatic Rune (6 turns; acid, physical, cold, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 cold, 5 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] 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 and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (266.00 temporal damage, removed from time 4 turns) Rune of the Rift (266.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 327.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 458; dur 4; cd 21) biting gale rune of the sneak (damage 458; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 458.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 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. |
4 schematic: Acid Groove 4 schematic: Acid Groove0.1 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. |
3 schematic: Air Recycler 3 schematic: Air Recycler0.1 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. |
5 schematic: Antimagic Shell 5 schematic: Antimagic Shell0.1 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. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 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. |
5 schematic: Back Support 5 schematic: Back Support0.1 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. |
2 schematic: Black Light Emitter 2 schematic: Black Light Emitter0.1 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. |
schematic: Botanical Shell schematic: Botanical Shell0.1 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. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 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. |
3 schematic: Crystal Edge 3 schematic: Crystal Edge0.1 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. |
3 schematic: Crystal Plating 3 schematic: Crystal Plating0.1 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. |
3 schematic: Deflection Field 3 schematic: Deflection Field0.1 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. |
3 schematic: Explosive Shell 3 schematic: Explosive Shell0.1 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. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 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. |
3 schematic: Fireproof Coating 3 schematic: Fireproof Coating0.1 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. |
5 schematic: Flare Shell 5 schematic: Flare Shell0.1 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. |
schematic: Flash Powder schematic: Flash Powder0.1 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. |
4 schematic: Focus Lens 4 schematic: Focus Lens0.1 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. |
schematic: Frost Salve schematic: Frost Salve0.1 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. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 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. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 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. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 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. |
5 schematic: Hand Cannon 5 schematic: Hand Cannon0.1 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. |
7 schematic: Headlamp 7 schematic: Headlamp0.1 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. |
schematic: Healing Salve schematic: Healing Salve0.1 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. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 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. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 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. |
5 schematic: Iron Grip 5 schematic: Iron Grip0.1 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. |
4 schematic: Itching Powder 4 schematic: Itching Powder0.1 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. |
8 schematic: Kinetic Stabiliser 8 schematic: Kinetic Stabiliser0.1 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. |
6 schematic: Lightning Coil 6 schematic: Lightning Coil0.1 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. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 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. |
4 schematic: Mana Coil 4 schematic: Mana Coil0.1 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. |
6 schematic: Mental Stimulator 6 schematic: Mental Stimulator0.1 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. |
5 schematic: Moss Tread 5 schematic: Moss Tread0.1 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. |
6 schematic: Pain Suppressor Salve 6 schematic: Pain Suppressor Salve0.1 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. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 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. |
schematic: Power Distributor schematic: Power Distributor0.1 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. |
7 schematic: Razor Edge 7 schematic: Razor Edge0.1 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. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 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. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 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. |
6 schematic: Saw Projector 6 schematic: Saw Projector0.1 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. |
5 schematic: Saw Shell 5 schematic: Saw Shell0.1 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. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 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. |
3 schematic: Shocking Edge 3 schematic: Shocking Edge0.1 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. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 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. |
8 schematic: Silver Filigree 8 schematic: Silver Filigree0.1 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. |
8 schematic: Spike Attachment 8 schematic: Spike Attachment0.1 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. |
5 schematic: Spring Grapple 5 schematic: Spring Grapple0.1 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. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 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. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 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. |
2 schematic: Thunder Grenade 2 schematic: Thunder Grenade0.1 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. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 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. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 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. |
2 schematic: Toxic Shell 2 schematic: Toxic Shell0.1 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. |
3 schematic: Unstoppable Force Salve 3 schematic: Unstoppable Force Salve0.1 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. |
3 schematic: Viral Injector 3 schematic: Viral Injector0.1 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. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 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. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 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. |
2 schematic: Voltaic Shell 2 schematic: Voltaic Shell0.1 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. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 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. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Blazerot the gold amulet =6 con stat= Blazerot the gold amulet =6 con stat=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +18% acid +6% light Ignore resists +10% light defense ------ Resistance +6% light +9% acid Amulets make your neck look great! |
Corruptionking the stralite amulet Corruptionking the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +5 Cun +9 Con offense ------ Physical Power +9 (+2 eff.) Move Speed +10% Combat Speed +10% Damage +12% nature +7% physical defense ------ Fatigue -7% Life Regen +4.00 other ------- Stamina/turn +0.80 Light +3 Amulets make your neck look great! |
Fiery Choker Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Greenrace Greenrace0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% nature +10% fire defense ------ Resistance +18% lightning +2% physical Spell save +18 (+8 eff.) Life +40.00 Disease Resist +20% Disarm Resist +20% Stun Resist +20% other ------- Masteries +0.36 Steamtech/Chemistry Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 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 (172). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
steel amulet of soulsearing steel amulet of soulsearing0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +11.00% Spellpower +6 (+2 eff.) Damage +5% blight +5% fire Amulets make your neck look great! |
wanderer's steel amulet of the eclipse wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% On-Hit 7 light 7 darkness Damage +8% light +5% darkness When Hit: * 7% chance to reduce damage dealt by 31% * 7% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 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. |
Ulekan =resist ring= Ulekan =resist ring=0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +7 Wil +3 Con offense ------ Physical Crit +5.0% When Hit 6 physical defense ------ Resistance +26% acid +26% fire +26% lightning +22% cold other ------- Max hate +10.00 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 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? |
gold ring of fire (+24%) gold ring of fire (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +24% fire Rings make your fingers look great! |
sneakthief's steel ring of luminosity sneakthief's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun offense ------ On-Hit 10 light On-Ranged-Hit 11 light Damage +10% light Accuracy +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Layydama' steel ring 'Layydama'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +5 Wil +5 Cun +2 Con offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Accuracy +10 (+2 eff.) Ignore Armor +1 defense ------ Spell save +12 (+6 eff.) other ------- Stamina/turn +3.00 Max stamina +10.00 Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +52.00 Life Regen +15.00 Healmod +14% Stun Resist +30% Rings make your fingers look great! |
stralite ring 'Ematira' =8 con ring= stralite ring 'Ematira' =8 con ring=0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Str +8 Con defense ------ Resistance +5% physical Life +41.00 Disarm Resist +38% Pinning Resist +41% Knockbk Resist +44% other ------- Infravision +3 See Invisibility +21 Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Con defense ------ Spell save +17 (+7 eff.) Stun Resist +60% other ------- Max stamina +19.00 Rings make your fingers look great! |
voratun ring 'Sleet's kiss' voratun ring 'Sleet's kiss'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil offense ------ Damage +27% cold On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Resistance +9% cold +6% temporal Mind save +20 (+5 eff.) Life +101.98 Life Regen +4.08 Disarm Resist +20% Confus Resist +20% Rings make your fingers look great! |
truestriking voratun battleaxe of disruption (58-87 power, 4 apr) truestriking voratun battleaxe of disruption (58-87 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Disrupt/Master Weapon Damage 58.0 - 87.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% Damage Against +31% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Ignore resists +20% physical Accuracy +27 (+7 eff.) Ignore Armor +21 Massive two-handed battleaxes. |
Velovea the Winterwoe (38-50 power, 9 apr) Velovea the Winterwoe (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 cold While equipped: offense ------ Damage +12% cold Ignore resists +20% cold defense ------ Resistance +11% physical +12% nature +15% temporal Crit Resistance 20.00% Spell save +12 (+6 eff.) Unlife -108.81 life Healmod +20% Teleport Resist +27% Sharp, short and deadly. |
arcing voratun dagger of daylight (40-51 power, 9 apr) arcing voratun dagger of daylight (40-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +17 light Damage Against +27% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage Sharp, short and deadly. |
arcing voratun dagger of ruin (38-49 power, 9 apr) arcing voratun dagger of ruin (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage While equipped: offense ------ Physical Crit +11.0% Critical power +34.00% Ignore Armor +13 Sharp, short and deadly. |
chilling voratun dagger of evisceration (38-49 power, 9 apr) chilling voratun dagger of evisceration (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 cold On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+3 eff.) Sharp, short and deadly. |
Issosin (68-101 power, 4 apr) Issosin (68-101 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Arcane Weapon Damage 67.5 - 101.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +20 light +20 physical Damage Against +42% Undead While equipped: Stats +10 Con offense ------ Ignore resists +20% blight Ignore Armor +5 defense ------ Armor +10 Defense +20 (+4 eff.) Resistance +4% physical Physical save +15 (+5 eff.) Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Mana-on-crit +2.72 Massive two-handed mauls. |
voratun greatsword 'Blazeraptor' (62-98 power, 4 apr) voratun greatsword 'Blazeraptor' (62-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight On-crit, radius 2 +20 fire On Critical: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 While equipped: Stats +7 Wil offense ------ Critical power +15.00% Damage +18% blight Ignore resists +25% acid defense ------ Resistance +12% acid +24% blight other ------- Hate-on-crit +6.00 Max psi +40.00 Massive two-handed swords. |
Chillcast (40-56 power, 14 apr) Chillcast (40-56 power, 14 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Nature Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +14 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +24 mind On-crit, radius 2 +84 fire While equipped: offense ------ Global Speed +10% Damage +12% cold Ignore resists +34% mind +17% fire Accuracy +35 (+9 eff.) When Hit 14 cold defense ------ Physical save +24 (+8 eff.) other ------- Stamina/turn +4.08 Sharp, long, and deadly. |
chilling voratun mace (47-66 power, 6 apr) chilling voratun mace (47-66 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +30 cold Blunt and deadly. |
Overburst Overburst4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
stralite steamgun of fire stralite steamgun of fire4.0 Encumbrance T4 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +9 fire On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of enduring swiftstrike dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +8 Wil +2 Cun +5 Con offense ------ Combat Speed +10% defense ------ Life +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Galybers the Floecut Galybers the Floecut1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +7 Wil +3 Cun +3 Con offense ------ Against +17% Summoned defense ------ Resistance +12% cold Resist Against +19% Summoned other ------- See Invisibility +3 A belt that goes around your waist. |
Kindlejam Kindlejam1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +5 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Critical power +20.00% Damage +21% acid Ignore resists +20% arcane other ------- Max mana +40.00 Light +2 A belt that goes around your waist. |
Vorura the drakeskin leather belt Vorura the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +3 Mag +5 Wil +7 Cun +8 Lck defense ------ Resistance +15% lightning +13% temporal Mind save +14 (+3 eff.) Stealth +12 Life +110.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +18 Max hate +4.00 Infravision +5 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Scorchtaint (1 def, 0 armour) Scorchtaint (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid +15% fire defense ------ Defense +1 (+0 eff.) Resistance +6% acid +0% lightning +0% cold +0% nature +3% fire Life +32.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulisin the Noonwild (8 def, 0 armour) =22 light res= Tulisin the Noonwild (8 def, 0 armour) =22 light res=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +8 (+2 eff.) Resistance +3% physical +22% light +16% fire +5% arcane +9% cold Stealth +8 Life +20.00 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of sorcery (3 def, 0 armour) spellcowled elven-silk cloak of sorcery (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Arcane While equipped: Stats +12 Mag +11 Wil offense ------ Spell Crit +8% defense ------ Defense +3 (+1 eff.) Spell save +15 (+7 eff.) other ------- Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremitofang the Gloomstar (0 def, 0 armour) Eremitofang the Gloomstar (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: offense ------ Damage +21% acid +17% physical +18% darkness +15% nature +18% cold +12% mind +21% fire Ignore resists +20% darkness +25% mind When Hit 6 darkness defense ------ Resistance +18% acid +18% physical +36% cold +18% fire +13% all other ------- Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane 0 physical defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+8 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour) =10 mag stat= The Calm (15 def, 0 armour) =10 mag stat=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
elven-silk robe 'Tempestsnake' (0 def, 0 armour) elven-silk robe 'Tempestsnake' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +15 Dex +8 Wil +5 Cun offense ------ Damage +30% cold Ignore resists +34% acid When Hit 14 lightning On-Hit (Melee): * 27% chance to reduce armor by 42% defense ------ Resistance +21% lightning +45% cold +15% all other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of alchemy (0 def, 0 armour) mindwoven woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +7% acid +8% physical +9% fire +9% cold When Hit 0 physical defense ------ Resistance +11% acid +14% physical +12% fire +12% cold +9% all Mind save +19 (+4 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (208 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (349 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 152 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
eldritch pair of dwarven-steel boots of massiveness (0 def, 4 armour) =5 con boots= eldritch pair of dwarven-steel boots of massiveness (0 def, 4 armour) =5 con boots=3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +3 Wil +5 Con offense ------ Spell Crit +3% Damage +7% physical defense ------ Armor +4 Fatigue +3% other ------- Mana/turn +0.16 Max mana +23.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Morningobeisance the iron gauntlets (5 def, 1 armour) Morningobeisance the iron gauntlets (5 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +5 (+1 eff.) On-Hit 6 fire Damage +9% light +4% fire defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% Resistance +6% fire Unlife -60.00 life Silence Resist +10% Pinning Resist +10% 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. |
Aerechik the Brightoblivion (0 def, 3 armour) Aerechik the Brightoblivion (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +4 Con offense ------ Damage +18% light +12% fire defense ------ Armor +3 Fatigue +3% Resistance +6% acid +9% light other ------- Light +3 A cap made of leather. |
Arcviper the rough leather hat (0 def, 1 armour) Arcviper the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +0 Cun offense ------ Damage +9% fire When Hit 4 lightning defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) other ------- Infravision +1 See Invisibility +3 A hat made of leather. Very stylish. |
Belytira the rough leather hat (0 def, 1 armour) Belytira the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Physical Crit +2.0% Ignore resists +5% acid defense ------ Armor +1 Fatigue +1% Resistance +2% physical A hat made of leather. Very stylish. |
Eremikor the Kindleravage (3 def, 0 armour) Eremikor the Kindleravage (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +10 Mag offense ------ Mind Crit +11% Critical power +27.20% Damage +15% arcane +15% fire defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +8% temporal +8% light +8% fire +8% nature +7% acid +8% blight +8% cold +12% mind +8% darkness other ------- See Invisibility +33 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) =30 stun resist= Quasit's Skull (0 def, 12 armour) =30 stun resist=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +0 Cun +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
aegis elven-silk wizard hat of the mind (+20%) (3 def, 0 armour) aegis elven-silk wizard hat of the mind (+20%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Damage +20% mind defense ------ Defense +3 (+1 eff.) Resistance +20% mind Shield Power +12% Life Regen +4.60 A pointy cloth hat, very wizardly... |
rough leather hat 'Heatnaught' (0 def, 1 armour) =25 fire pen= rough leather hat 'Heatnaught' (0 def, 1 armour) =25 fire pen=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +25% fire defense ------ Armor +1 Fatigue +1% Resistance +6% acid +3% temporal +3% nature +6% lightning other ------- Stamina when Hit +0.80 EQ when Hit +0.70 A hat made of leather. Very stylish. |
Brightbraid the reinforced leather armour (12 def, 7 armour) Brightbraid the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +1 Wil offense ------ On-Hit 16 acid 15 fire Damage +3% blight +9% fire When Hit 11 acid 12 fire defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +16% acid +68% fire +10% darkness +10% physical other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Duskimmortal the iron shield (0 def, 2 armour, 22.5 block) Duskimmortal the iron shield (0 def, 2 armour, 22.5 block)7.0 Encumbrance T1 shield armor [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +10% darkness +25% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +2 Fatigue +8% Resistance +11% mind +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
Radianceravage the stralite shield (0 def, 8 armour, 134 block) Radianceravage the stralite shield (0 def, 8 armour, 134 block)7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Str +4 Cun +3 Con offense ------ When Hit 21 fire defense ------ Armor +8 Fatigue +8% Resistance +22% lightning +23% cold +15% fire other ------- Talents +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 71.97 to 89.96 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
swashbuckler's stralite shield (0 def, 8 armour, 143 block) swashbuckler's stralite shield (0 def, 8 armour, 143 block)7.0 Encumbrance T4 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +2 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
13 agate 13 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1423 alchemist agate 1423 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 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. |
17 aquamarine 17 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Voramira' (dig speed 38 turns) iron pickaxe 'Voramira' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Mind Crit +1% Damage +12% mind defense ------ Fatigue -4% other ------- Psi when Hit +0.16 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.0 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. |
12 spinel 12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerygathra the Frigidspire Aerygathra the Frigidspire2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Damage +3% cold defense ------ Resistance +3% lightning +3% physical +3% all Spell save +5 (+2 eff.) other ------- Max hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Arybers the Glintoath Arybers the Glintoath2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +6% cold Ignore resists +15% light +15% cold When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 31% defense ------ Resistance +7% blight +6% light Life Regen +3.00 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. |
Silina the brass lantern Silina the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Critical power +5.00% Ignore Armor +3 When Hit 11 fire defense ------ Armor +2 Defense +20 (+4 eff.) Resistance +1% physical +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Xerissra the alchemist's lamp Xerissra the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ When Hit 20 fire defense ------ Armor +4 Resistance +12% acid +26% fire +12% nature +9% temporal Crit Resistance 15.00% Disarm Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One =DREAMERS= Eye of the Dreaming One =DREAMERS=2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
56 alchemist bloodstone 56 alchemist bloodstone0.0 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. |
9 bloodstone 9 bloodstone0.0 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. |
9 fire opal 9 fire opal0.0 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. |
5 garnet 5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing healing salve [power 355] amazing healing salve [power 355]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 355 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bethemirin (23/23, 58-70 power, 6 apr) Bethemirin (23/23, 58-70 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 58.5 - 70.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +9 temporal +18 cold +12 arcane On Hit: * 11% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 39 While equipped: Shots are used with slings to pummel your foes to death. |
Sleetsaw (21/21, 66-79 power, 6 apr) Sleetsaw (21/21, 66-79 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 65.5 - 78.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +19 Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +20 cold +25 darkness +20 arcane Damage Against +18% Living On-crit, radius 2 +8 arcane +8 cold Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Zubuna' (18/18, 42-50 power, 3 apr) pouch of dwarven-steel shots 'Zubuna' (18/18, 42-50 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Disrupt/Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 18 On-ranged-hit +16 lightning Damage Against +14% Unnatural On-Hit, radius 1 +12 acid On-crit, radius 2 +8 lightning +8 mind On Hit: * 20% chance to reduce armor by 42% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of amnesia (19/19, 34-40 power, 3 apr) pouch of dwarven-steel shots of amnesia (19/19, 34-40 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Shots are used with slings to pummel your foes to death. |
pouch of steel shots of amnesia (23/23, 20-25 power, 2 apr) pouch of steel shots of amnesia (23/23, 20-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Shots are used with slings to pummel your foes to death. |
tundral pouch of dwarven-steel shots of crippling (17/17, 34-41 power, 3 apr) tundral pouch of dwarven-steel shots of crippling (17/17, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Nature/Master Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 17 On-ranged-hit +18 cold On-crit, radius 2 +7 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
good saw shell good saw shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
steel grip steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment steel spike attachment0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour well-made ablative armour0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Isyvea the Icesear [power 230] (7/15 cooldown) Isyvea the Icesear [power 230] (7/15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +10 (+3 eff.) Ignore resists +10% cold other ------- Max hate +2.00 Blast the opponent's mind dealing 324 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 68. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Scumnigh the voratun torque of mindblast [power 475] (7/15 cooldown) Scumnigh the voratun torque of mindblast [power 475] (7/15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +12 Wil offense ------ Critical power +25.00% Damage +12% mind +12% cold Ignore resists +30% blight +20% nature defense ------ Mind save +18 (+4 eff.) other ------- Psi when Hit +0.20 Blast the opponent's mind dealing 670 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 39% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shineknight the iron torque of mindblast [power 100] (7/15 cooldown) Shineknight the iron torque of mindblast [power 100] (7/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% light +5% arcane Blast the opponent's mind dealing 141 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Glenor [power 116] (7/15 cooldown) Glenor [power 116] (7/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Resistance +3% light +5% arcane Spell save +3 (+1 eff.) Teleport Resist +10% Sting an enemy dealing 143 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Khelydolen the yew totem of stinging [power 230] (7/15 cooldown) =STINGING= Khelydolen the yew totem of stinging [power 230] (7/15 cooldown) =STINGING=2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +3 Mag offense ------ Spell Crit +1% Damage +9% blight Sting an enemy dealing 283 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 212] (7/17 cooldown) supercharged ash totem of healing [power 212] (7/17 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Nerakira [power 110] (7/20 cooldown) =110 SHIELD ALLY= Nerakira [power 110] (7/20 cooldown) =110 SHIELD ALLY=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +2 Str defense ------ Defense +15 (+3 eff.) Resistance +6% fire Mind save +6 (+1 eff.) Cut Resist +10% other ------- Max psi +10.00 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of shielding [power 506] (7/20 cooldown) =500 shield allys= powerful dragonbone wand of shielding [power 506] (7/20 cooldown) =500 shield allys=2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 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. |
7 diamond 7 diamond0.0 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. |
5 moonstone 5 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.0 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. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 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. |
15 ametrine 15 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine 14 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon 16 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Winning the Doomelf Annihilator level 38
1st Summertide 123rd year of Ascendancy at 14:27 see stats
By Winning the Doomelf Annihilator level 50
9th Mirth 124th year of Ascendancy at 08:33 see stats
By Winning the Doomelf Annihilator level 38
8th Mirth 123rd year of Ascendancy at 14:57 see stats
By Winning the Doomelf Annihilator level 47
5th Decay 123rd year of Ascendancy at 01:21 see stats
By Winning the Doomelf Annihilator level 42
57th Dusk 123rd year of Ascendancy at 07:37 see stats
By Winning the Doomelf Annihilator level 27
57th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Winning the Doomelf Annihilator level 15
61st Dusk 122nd year of Ascendancy at 16:51 see stats
By Winning the Doomelf Annihilator level 41
18th Dusk 123rd year of Ascendancy at 03:04 see stats
By Winning the Doomelf Annihilator level 34
72nd Pyre 123rd year of Ascendancy at 15:39 see stats
By Winning the Doomelf Annihilator level 22
69th Haze 122nd year of Ascendancy at 16:39 see stats
By Winning the Doomelf Annihilator level 32
41st Pyre 123rd year of Ascendancy at 08:33 see stats
By Winning the Doomelf Annihilator level 50
37th Pyre 124th year of Ascendancy at 15:08 see stats
By Winning the Doomelf Annihilator level 50
43rd Dusk 124th year of Ascendancy at 00:01 see stats
By Winning the Doomelf Annihilator level 49
56th Regrowth 124th year of Ascendancy at 03:36 see stats
By Winning the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 22:31 see stats
By Winning the Doomelf Annihilator level 33
52nd Pyre 123rd year of Ascendancy at 06:36 see stats
By Winning the Doomelf Annihilator level 10
40th Dusk 122nd year of Ascendancy at 05:36 see stats
By Winning the Doomelf Annihilator level 20
35th Haze 122nd year of Ascendancy at 23:23 see stats
By Winning the Doomelf Annihilator level 30
65th Regrowth 123rd year of Ascendancy at 16:16 see stats
By Winning the Doomelf Annihilator level 40
14th Dusk 123rd year of Ascendancy at 22:44 see stats
By Winning the Doomelf Annihilator level 50
31st Pyre 124th year of Ascendancy at 19:50 see stats
By Winning the Doomelf Annihilator level 27
6th Decay 122nd year of Ascendancy at 00:14 see stats
By Winning the Doomelf Annihilator level 50
9th Dusk 124th year of Ascendancy at 14:32 see stats
By Winning the Doomelf Annihilator level 27
21st Regrowth 123rd year of Ascendancy at 08:00 see stats
By Winning the Doomelf Annihilator level 50
37th Pyre 124th year of Ascendancy at 19:23 see stats
By Winning the Doomelf Annihilator level 42
72nd Dusk 123rd year of Ascendancy at 06:46 see stats
By Winning the Doomelf Annihilator level 23
79th Haze 122nd year of Ascendancy at 02:44 see stats
By Winning the Doomelf Annihilator level 41
53rd Dusk 123rd year of Ascendancy at 08:36 see stats
By Winning the Doomelf Annihilator level 25
2nd Decay 122nd year of Ascendancy at 15:35 see stats
By Winning the Doomelf Annihilator level 10
43rd Dusk 122nd year of Ascendancy at 21:19 see stats
By Winning the Doomelf Annihilator level 50
9th Dusk 124th year of Ascendancy at 09:06 see stats
By Winning the Doomelf Annihilator level 24
80th Haze 122nd year of Ascendancy at 12:34 see stats
By Winning the Doomelf Annihilator level 46
1st Decay 123rd year of Ascendancy at 17:30 see stats
By Winning the Doomelf Annihilator level 10
41st Dusk 122nd year of Ascendancy at 23:28 see stats
By Winning the Doomelf Annihilator level 50
36th Pyre 124th year of Ascendancy at 09:33 see stats
By Winning the Doomelf Annihilator level 43
16th Haze 123rd year of Ascendancy at 17:46 see stats
By Winning the Doomelf Annihilator level 23
70th Haze 122nd year of Ascendancy at 13:39 see stats
By Winning the Doomelf Annihilator level 18
14th Haze 122nd year of Ascendancy at 05:13 see stats
By Winning the Doomelf Annihilator level 50
54th Dusk 124th year of Ascendancy at 09:48 see stats
By Winning the Doomelf Annihilator level 37
8th Mirth 123rd year of Ascendancy at 02:15 see stats
Log
Bone Spike hits Winning for (20 flat reduction), 67 physical (67 total damage).
Woeful Disease from Argoniel hits Winning for (15 flat reduction), 0 blight (0 total damage).
Curse of Death from Argoniel hits Winning for (20 flat reduction), 46 darkness (46 total damage).
Epidemic from Argoniel hits Winning for (20 flat reduction), 91 blight (91 total damage).
Viral Injection from Winning hits Argoniel for 35 blight damage.
Bleeding from Winning hits Argoniel for 50 physical damage.
Elandar's physical stun area effect hits Winning for (20 flat reduction), 118 physical (118 total damage).
Elandar's physical stun area effect hits Argoniel for 58 physical damage.
Winning uses Steamgun Turret.
Argoniel casts Blood Lock.
Winning is blood locked.
Argoniel uses Infusion: Wild.
Argoniel lessens the pain.
Argoniel casts Curse of Impotence.
Talent Rune: Dissipation is ready to use.
Woeful Disease from Argoniel hits Winning for (15 flat reduction), 0 blight (0 total damage).
Bone Spike hits Winning for (20 flat reduction), 67 physical (67 total damage).
Curse of Death from Argoniel hits Winning for (20 flat reduction), 46 darkness (46 total damage).
Epidemic from Argoniel hits Winning for (20 flat reduction), 91 blight (91 total damage).
Argoniel stops bleeding.
Viral Injection from Winning hits Argoniel for 25 blight damage.
Argoniel resists the stun!
Elandar's physical stun area effect hits Argoniel for 22 physical damage.
Elandar's physical stun area effect hits Winning for (20 flat reduction), 118 physical (118 total damage).
Elandar's physical stun area effect hits Mirror Image (Elandar) for 0 physical damage.
Winning hits Argoniel for (211 to bones), 0 physical (0 total damage).
Winning hits Mirror Image (Elandar) for 0 physical damage.
Winning the level 50 doomelf annihilator was raked to death by a Elandar on level 11 of High Peak.
You are no longer encumbered.