









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.7.6Donators/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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 28 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Cyredhelle the faerlhing at level 28 on the 36th Pyre 123rd year of Ascendancy at 06:31 / 1 |
Primary Stats
| Strength | 32 (base 13) |
| Dexterity | 69 (base 60) |
| Constitution | 37 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 75 (base 53) |
Resources
| Life | -138/835 |
| Stamina | 76/208 |
| Steam | 100/100 |
| Healing Factor | 1.4641015905905 |
| Regeneration | 10.76114669084 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 43.03326605996 |
| See Invisible | 43.03326605996 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 93 |
| Accuracy | 46 |
| Crit Chance | 32% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| All | 0% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +30% |
Defense: Base
| Armour (hardiness) | 27 (55.65183292883%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 11 |
| Physical Save | 28 |
| Spell Save | 21 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 16%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 616% 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 Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Aerywyn the skeleton archer. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed ritch stinger. | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 57% (based on Cunning). Uses 42 power out of 12/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On hands | naturalist's voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature While equipped: offense ------ On-Hit 10 nature Damage +5% nature defense ------ Armor +3 Fatigue +5% Resistance +7% nature Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +11 nature On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical Accuracy +9 (+3 eff.) defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Light +5 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | cleansing iron torque of clear mind [power 1] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Boltbender'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Wil +6 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +10% lightning other ------- Hate-on-crit +4.00 Max hate +4.00 Light +2 Rings make your fingers look great! |
| On fingers | Miregobar0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +6 Cun +1 Con offense ------ Critical power +10.00% Spellpower +7 (+3 eff.) Ignore Armor +1 defense ------ Defense +8 (+2 eff.) Life +20.00 Disarm Resist +28% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
| Main armor | troll-hide cured leather armour of command (12 def, 9 armour) 9.0 Encumbrance T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun defense ------ Armor +9 Hardiness +20% Defense +12 (+3 eff.) Fatigue +11% Mind save +11 (+4 eff.) Life +32.00 Life Regen +5.20 Healmod +11% A suit of armour made of leather. |
| Light source | Tulogar2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +9% acid +6% mind +9% nature Crit Resistance 5.00% Unlife -20.00 life Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Charbane the linen cloak (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +2.0% defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +2% physical +3% fire Unlife -40.00 life Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Zanedor the Boltblast1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Ignore resists +20% lightning Accuracy +5 (+1 eff.) defense ------ Armor +4 Defense +25 (+6 eff.) Life Regen +0.90 Healmod +15% other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Inventory
steam generator implant of the wizard (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -100; dur 7; cd 35)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 sneak (heal 530; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the duelist (power 24; resist 37%; move 36%; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 36% faster, and you are invisible (power 24). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 32; blocks 2; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
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. |
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: 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. |
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. |
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. |
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. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Vipertitan the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag offense ------ Spellpower +15 (+7 eff.) Ignore resists +10% blight defense ------ Resistance +15% mind +9% nature +5% arcane Spell save +6 (+3 eff.) Confus Resist +38% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
copper amulet 'Brightpyre'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil offense ------ Mindpower +10 (+5 eff.) Damage +3% mind defense ------ Resistance +3% acid other ------- Max psi +10.00 Light +3 Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Sunbane'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +13.00% Physical Power +7 (+3 eff.) Spellpower +15 (+7 eff.) Combat Speed +10% Damage +6% temporal +5% darkness +6% light +8% blight +8% fire +21% mind +12% physical Ignore resists +20% fire Amulets make your neck look great! |
Poliyada0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +13% lightning defense ------ Resistance +26% lightning +9% nature Physical save +12 (+6 eff.) Mind save +6 (+2 eff.) Healmod +10% other ------- Max stamina +30.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.10 cold and 11.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Chargesaw'0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +3 Dex offense ------ Damage +3% lightning +6% fire Accuracy +15 (+5 eff.) Ignore Armor +10 When Hit 4 lightning defense ------ Armor +8 Defense +8 (+2 eff.) Resistance +9% lightning Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 131% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Hazebliss'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +19% acid +18% cold +12% mind Ignore resists +25% acid defense ------ Resistance +26% acid +6% mind Rings make your fingers look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +25 Rings make your fingers look great! |
pixie's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +7 Mag offense ------ Spellpower +7 (+3 eff.) On-Hit 18 light On-Ranged-Hit 25 light Damage +14% light Rings make your fingers look great! |
dwarven-steel battleaxe 'Flashreeve' (34-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +4 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +12 Str +9 Dex +9 Mag +9 Wil +12 Cun +9 Con offense ------ Physical Crit +12.0% Damage +6% light Ignore resists +15% temporal Accuracy +12 (+4 eff.) When Hit 6 light defense ------ Defense +10 (+3 eff.) Disarm Resist +46% other ------- Light +1 Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of enduring (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +5 Con +6 Wil defense ------ Life +22.00 Sharp, short and deadly. |
truestriking voratun dagger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +11 (+3 eff.) Ignore Armor +8 Sharp, short and deadly. |
warbringer's dwarven-steel dagger (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical defense ------ Disarm Resist +18% Sharp, short and deadly. |
dwarven-steel longsword (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Normal] Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
Gilathazor the Shiveroracle (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +16 cold While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +3% Critical power +12.00% Mindpower +6 (+3 eff.) Damage +21% cold Ignore resists +10% mind +15% cold defense ------ Mind save +12 (+4 eff.) other ------- Equi when Hit +0.08 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% physical Ignore resists +4% physical defense ------ Resistance +7% physical Mind save +3 (+1 eff.) other ------- Max psi +17.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% nature defense ------ Resistance +3% blight Physical save +5 (+2 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) Disease Resist +10% other ------- Equi when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting thorny mindstar of resolve (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +5% lightning +7% fire +9% cold defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of sand (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 9 physical Damage +4% physical Ignore resists +5% physical defense ------ Resistance +7% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Coalransom the reinforced leather sling4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +6 cold +8 darkness On-crit, radius 2 +4 mind On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +5 Str offense ------ Physical Crit +10.0% Physical Power +7 (+3 eff.) Damage +14% cold Accuracy +8 (+2 eff.) On-Hit (Ranged): * 10% chance to reduce all saves and defense by 22 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Siluvea'4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +2 Str +2 Mag +9 Cun offense ------ Physical Crit +3.0% Accuracy +7 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Blind Resist +20% Cut Resist +20% Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of recursion4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of fire4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 fire While equipped: offense ------ Physical Crit +2.0% Damage +13% fire Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Frostspar (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +11.00% Spellpower +6 (+3 eff.) Spellpower/crit +2 Damage +21% cold On-Hit (Melee): * 10% chance to reduce armor by 22% defense ------ Defense +5 (+1 eff.) Resistance +6% cold other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 61.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Fogmaim' (20-24 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+4 eff.) Damage +20% acid +9% arcane +12% blight Ignore resists +15% arcane defense ------ Resistance +5% arcane +6% darkness other ------- Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +16.00% Spellpower +9 (+4 eff.) Damage +20% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of might (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +13.00% Spellpower +9 (+4 eff.) Damage +20% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of warding (24-29 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+6 eff.) Damage +24% cold defense ------ Armor +6 Defense +6 (+2 eff.) other ------- Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of warding (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +20% fire defense ------ Armor +5 Defense +5 (+1 eff.) other ------- Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of greater warding (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +20% acid defense ------ Armor +7 Defense +9 (+2 eff.) other ------- Wards +3 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw 'Treegrinder' (25-38 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * Create an explosion dealing 29 acid damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +14% acid Ignore resists +16% acid On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +16 Defense +6 (+2 eff.) Fatigue +8% Resistance +6% acid +9% blight Crit Resistance 15.00% Life Regen +4.00 Disease Resist +20% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
exposing dwarven-steel steamsaw of lightning resistance (+18%) (20-31 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 22 When Hit: * 18% chance to reduce all saves and defense by 22 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +18% lightning other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful dwarven-steel steamsaw of rage (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +10 darkness Damage Against +7% Living Uses 1.0 Steam While equipped: Stats +1 Str offense ------ Damage +7% physical Accuracy +13 (+4 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged dwarven-steel steamsaw of resilience (22-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-hit +12 mind On Hit: * 16% chance to reduce all saves and defense by 22 Uses 1.0 Steam While equipped: Stats +4 Cun +2 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Life +40.00 other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Belurin the Shimmerraider (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +20 lightning +8 cold While equipped: offense ------ Ignore resists +20% lightning +10% cold +15% acid Accuracy +8 (+2 eff.) When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Defense +7 (+2 eff.) Disarm Resist +25% One-handed war axes. |
dwarven-steel waraxe (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Galemaim the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +15% lightning +3% light Ignore resists +10% light +15% lightning defense ------ Fatigue -5% Resistance +5% arcane other ------- Encumbrance +22 Light +2 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% lightning +6% temporal Physical save +6 (+3 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resistance +5% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gona (2 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Physical Power +15 (+5 eff.) Mindpower +20 (+9 eff.) Damage +6% blight Accuracy +10 (+3 eff.) defense ------ Armor +10 Defense +2 (+0 eff.) Physical save +9 (+4 eff.) Spell save +9 (+5 eff.) Mind save +8 (+3 eff.) other ------- Equi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Icewolf the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Mag +3 Cun +5 Con offense ------ Physical Crit +3.0% Physical Power +2 (+1 eff.) Damage +9% cold defense ------ Defense +2 (+0 eff.) Fatigue -4% Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindleblast the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun +6 Con offense ------ Critical power +18.00% Damage +6% blight Ignore resists +10% fire Accuracy +9 (+3 eff.) Ignore Armor +9 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 defense ------ Defense +2 (+0 eff.) Stealth +11 other ------- See Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (6 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +6 (+2 eff.) Resistance +15% light +13% fire Stealth +7 Life +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+7 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Lisawen the Umbravile (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +8 Str +4 Dex +6 Cun offense ------ Mind Crit +2% Mindpower +7 (+3 eff.) Damage +15% darkness +13% physical Ignore resists +9% darkness +8% physical When Hit 8 cold defense ------ Resistance +9% all other ------- Max hate +9.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Searmonster the cashmere robe (4 def, 5 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +6 Mag offense ------ Critical power +11.00% Spellpower +13 (+6 eff.) Damage +6% arcane +18% fire +13% light +10% all Ignore resists +10% arcane +10% fire defense ------ Armor +5 Defense +4 (+1 eff.) Resistance +8% light +5% arcane +6% darkness +11% all Life +30.00 other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+7 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing cashmere robe of light (+31%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +21% light defense ------ Resistance +31% light +11% all other ------- Mana/turn +0.19 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of fire (+27%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +18% fire When Hit: * 5% chance to slow global speed by 48% * 5 arcane resource burn defense ------ Resistance +11% all +27% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of blight (+16%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +16% blight defense ------ Resistance +16% blight +11% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of blight (+21%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +21% blight defense ------ Resistance +21% blight +13% all Spell save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant Robe of the Worm of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con offense ------ Damage +7% nature defense ------ Resistance +5% blight +7% all Life +43.00 Life Regen +1.90 Healmod +11% Poison Resist +25% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (72 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (122 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 15 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. |
Chalydrastir (6 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Dex offense ------ Physical Power +10 (+4 eff.) Ignore Armor +4 defense ------ Armor +3 Defense +6 (+2 eff.) Resistance +8% lightning +6% temporal +3% darkness other ------- Stamina/turn +0.30 Max stamina +16.00 Evasion: (Instant) Puts all charms on 25 cooldown Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shiverwing (5 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +3% cold defense ------ Armor +7 Defense +5 (+1 eff.) Unlife -80.00 life Rush: Puts all charms on 21 cooldown Effective talent level: 3.9 Power cost 21 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Cuthyregund' (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature While equipped: Stats +3 Str +4 Mag +3 Wil +2 Con defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +16% lightning +15% temporal Spell save +3 (+2 eff.) Unlife -80.00 life Healmod +10% Blink to a nearby random location (rad 10) Puts all charms on 21 cooldown A pair of boots made of leather. |
scholar's pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Move Speed +25% defense ------ Armor +3 A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +9 Lck +5 Dex defense ------ Armor +3 Stealth +5 other ------- Stamina/turn +0.50 Max stamina +14.00 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue -2% Physical save +8 (+4 eff.) other ------- Encumbrance +28 Rush: Puts all charms on 21 cooldown Effective talent level: 2.6 Power cost 21 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +4 Dex +5 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +17 (+8 eff.) Mind save +13 (+5 eff.) Disengage: Puts all charms on 13 cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belikath the Flashhue (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +11 (+4 eff.) When Hit 2 light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 defense ------ Armor +6 Resistance +3% blight +6% light Mind save +8 (+3 eff.) Life +61.00 Life Regen +2.40 other ------- Stamina/turn +0.80 Psi/turn +0.21 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Battle Shout 3 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil offense ------ On-Hit 5 acid 5 fire 5 cold 5 lightning Damage +5% arcane defense ------ Armor +2 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +5 ice +12 lightning +12 fire +5 arcane +14 acid On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Neryrin' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex offense ------ Critical power +10.00% Physical Power +30 (+10 eff.) On-Hit 10 mind Damage +6% mind Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% mind other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +6 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Hellsslicer' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +6% fire +6% nature +3% light Physical save +12 (+6 eff.) Life Regen +2.00 Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) On-Hit 8 physical Damage +5% physical defense ------ Armor +9 Fatigue +3% Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) On-Hit 7 lightning Damage +3% lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning Unarmed combat: Weapon Damage 25.5 - 35.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Aramira the Frigidkin (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Ignore resists +15% cold +20% physical Accuracy +15 (+5 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glimmerblast the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +5 Mag offense ------ Mind Crit +2% Ignore resists +10% mind defense ------ Armor +4 Fatigue +4% Resistance +7% blight +10% nature +12% light Crit Resistance 15.00% other ------- Max psi +20.00 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindlestriker (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +7% temporal +6% mind +15% fire Silence Resist +10% Teleport Resist +20% other ------- Light +3 Infravision +3 A hat made of leather. Very stylish. |
cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Defense +2 (+0 eff.) Resistance +18% light A pointy cloth hat, very wizardly... |
linen wizard hat 'Ulelach' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% lightning +6% acid Ignore resists +5% arcane On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Defense +1 (+0 eff.) Resistance +15% lightning A pointy cloth hat, very wizardly... |
rough leather cap 'Balancenail' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +1 Fatigue +1% Resistance +6% temporal +5% arcane +9% mind Unlife -20.00 life Life +20.00 Healmod +5% A cap made of leather. |
stralite mail armour of the deep (4 def, 9 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: defense ------ Armor +9 Defense +4 (+1 eff.) Fatigue +12% Resistance +5% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
Githra the Gleamquill (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +15.00% Damage +6% light defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +21% lightning +3% light other ------- Hate-on-crit +1.00 Light +1 A suit of armour made of leather. |
cured leather armour 'Camugorek' (13 def, 8 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +13 (+3 eff.) Fatigue +7% Resistance +6% mind +22% temporal Mind save +28 (+10 eff.) Unlife -20.00 life A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +6 (+2 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
radiant hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +17% blight +13% darkness other ------- Light +1 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Life Regen +3.30 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Life Regen +3.10 other ------- Stamina/turn +1.40 A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +16% lightning Life Regen +4.90 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +27% acid Life Regen +3.50 other ------- Stamina/turn +1.30 A suit of armour made of leather. |
acidic dwarven-steel shield of shrapnel (0 def, 6 armour, 81 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) When Hit 5 acid defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resilience (0 def, 6 armour, 80.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Life +47.00 other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
338 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. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glimmerscar the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +6% acid +6% temporal +3% light Spell save +3 (+2 eff.) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 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 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 188] powerful pain suppressor salve [power 188]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -188 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
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. |
Searblack (15/15, 34-40 power, 7 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +9.0% Capacity 15 Projectile Speed +200% On-ranged-hit +8 arcane On-Hit, radius 1 +12 arcane +12 temporal On-crit, radius 2 +16 temporal +20 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of grasping (7/18, 54-65 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Nature Weapon Damage 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 128 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Amytar [power 200] (13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% When Hit 10 physical On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Armor +4 Resistance +1% physical Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 188] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 197 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of healing [power 248] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Cyrodatta' [power 44] (17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Spell Crit +3% Critical power +15.00% Damage +9% blight Ignore resists +10% blight defense ------ Resistance +3% blight other ------- Mana/turn +0.08 Max mana +20.00 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Unar the Cornac Brawler level 10
26th Haze 122nd year of Ascendancy at 13:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Unar the Cornac Brawler level 24
53rd Regrowth 123rd year of Ascendancy at 18:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Unar the Cornac Brawler level 10
1st Time of Equilibrium 122nd year of Ascendancy at 03:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Unar the Cornac Brawler level 20
14th Regrowth 123rd year of Ascendancy at 03:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Unar the Cornac Brawler level 18
3rd Decay 122nd year of Ascendancy at 02:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Unar the Cornac Brawler level 28
35th Pyre 123rd year of Ascendancy at 11:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Unar the Cornac Brawler level 18
61st Haze 122nd year of Ascendancy at 20:41 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Unar the Cornac Brawler level 21
30th Regrowth 123rd year of Ascendancy at 16:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Unar the Cornac Brawler level 10
1st Haze 122nd year of Ascendancy at 02:36 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Unar the Cornac Brawler level 26
80th Regrowth 123rd year of Ascendancy at 20:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Unar the Cornac Brawler level 18
76th Haze 122nd year of Ascendancy at 17:31 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Unar the Cornac Brawler level 26
80th Regrowth 123rd year of Ascendancy at 03:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Unar the Cornac Brawler level 24
54th Regrowth 123rd year of Ascendancy at 16:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Unar the Cornac Brawler level 17
48th Haze 122nd year of Ascendancy at 14:19 see stats
Log
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Isluma the Guardian uses Infusion: Healing.
Shadow casts Phase Door.
Shadow casts Phase Door.
Crippling Poison from Unar hits Slimy ooze for 39 nature damage.
Crippling Poison from Unar hits Slimy ooze for 39 nature damage.
Crippling Poison from Unar hits Slimy ooze for 39 nature damage.
Isluma the Guardian receives 159 healing from Infusion: Healing.
Isluma the Guardian uses One with Nature.
Crippling Poison from Unar hits Slimy ooze for 47 nature damage.
Isluma the Guardian retunes the fabric of spacetime.
Slimy ooze splits in two!
Slimy ooze splits in two!
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 257 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Unar for (10 flat reduction), 247 arcane (247 total damage).
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 257 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 154 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 128 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 257 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Isluma the Guardian for 308 arcane damage.
Cyredhelle the faerlhing's arcane area effect hits Slimy ooze for 308 arcane damage.
Unar the level 28 cornac brawler was energised to death by Cyredhelle the faerlhing on level 1 of Ruined Dungeon.
























































































































































