Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Female |
Race | Cornac |
Class | Alchemist |
Level / Exp | 22 / 6% |
Size | medium |
Lifes / Deaths | Killed by Aregalaith the gigantic sandworm tunneler at level 22 on the 52nd Dusk 122nd year of Ascendancy at 17:25 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 16 (base 13) |
Magic | 78 (base 50) |
Willpower | 19 (base 11) |
Cunning | 54 (base 38) |
Resources
Life | -1/399 |
Mana | 205/318 |
Steam | 100/100 |
Healing Factor | 1.3545771506545 |
Regeneration | 4.402375739627 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 51 |
Accuracy | 17 |
Crit Chance | 17% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Acid | +10% |
Nature | +8% |
Cold | +18% |
Blight | +6% |
Physical | +16% |
Fire | +41% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 26 |
Mental Save | 31 |
Defense: Resistances
Acid | + 44%( 70%) |
Physical | + 18%( 70%) |
Cold | + 55%( 70%) |
All | + 9%( 70%) |
Lightning | + 30%( 70%) |
Light | + 17%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 23%( 70%) |
Fire | + 47%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% 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. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Shimmertrial' (0 def, 3 armour) pair of iron boots 'Shimmertrial' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Mag +2 Cun +1 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +2% Crit.chn- 5.00% Phys.save +11 (+5 eff.) Mind.save +11 (+6 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 153 alchemist aquamarine 153 alchemist aquamarine0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
Light source | Veluwe Veluwe2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Melee Ret 6 physical ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc 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. |
On head | dwarven-steel helm 'Chalurorain' (0 def, 4 armour) dwarven-steel helm 'Chalurorain' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Mag +10 Cun dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +6% blight Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Furnacebreak the iron torque of gale force [power 105] (13/15 cooldown) Furnacebreak the iron torque of gale force [power 105] (13/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% fire Melee Ret 4 darkness 10 fire On Hit (Melee): * 20% chance to reduce damage dealt by 16% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+3 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
Around waist | spiritwalker's hardened leather belt of the mystic spiritwalker's hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Mana/turn +0.26 Max.mana +26.00 A belt that goes around your waist. |
In main hand | Lustrepall the yew magestaff (20-24 power, 4 apr, fire element) Lustrepall the yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +9% mind +23% fire ----- def ----- Resists +15% mind +9% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.64 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Yarudunagonik the woollen robe (2 def, 3 armour) Yarudunagonik the woollen robe (2 def, 3 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +7% acid +8% physical +13% fire +18% cold ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +12% acid +10% physical +3% temporal +30% cold +11% fire +9% all Crit.chn- 15.00% Phys.save +17 (+7 eff.) Poison- +20% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Delugar the Skysquall (1 def, 0 armour) Delugar the Skysquall (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Mag +2 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +3% lightning ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
blink rune (range 5; phase 16; cd 14) blink rune (range 5; phase 16; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 207; dur 5; cd 15) shielding rune of the duelist (absorb 207; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Blazeoblivion' copper amulet 'Blazeoblivion'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Mag ----- def ----- Resists +6% lightning +3% fire +10% light +10% darkness Blind- +25% ---------- misc See.Invis +6 Amulets make your neck look great! |
warrior's copper amulet of willpower (+3) warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +25.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+4 eff.) Rings make your fingers look great! |
psionicist's copper ring of nature (+20%) psionicist's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of fire (+20%) titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+22%) titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring of lightning (+24%) steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
titan's steel ring of sensing titan's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
warrior's steel ring of nature (+20%) warrior's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +4 Resists +20% nature Rings make your fingers look great! |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Xerygama' (10-12 power, 2 apr, fire element) elm magestaff 'Xerygama' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +1% Spell.pwr +8 (+2 eff.) Dmg.mod +10% fire ----- def ----- Resists +3% acid ---------- misc Infravis +1 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of power (10-12 power, 2 apr, fire element) elm magestaff of power (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+2 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, fire element) Penitence (15-18 power, 4 apr, fire element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% fire Affinity +20% fire Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel ash magestaff of fate (15-18 power, 3 apr, arcane element) cruel ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +5 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of illumination (15-18 power, 3 apr, arcane element) surging ash magestaff of illumination (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% arcane ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 111.93 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. |
void walker's ash vilestaff (15-18 power, 3 apr, darkness element) void walker's ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +6% darkness +8% temporal Def/telep +9 Res/telep +7% Dur/telep +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hanagas (20-24 power, 4 apr, fire element) Hanagas (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +10% blight +10% physical Acc +20 (+11 eff.) ----- def ----- Defense +8 (+4 eff.) Crit.chn- 10.00% ---------- misc Stam/turn +3.00 Light +3 See.Invis +12 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 111.93 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. |
yew magestaff of invocation (20-24 power, 4 apr, arcane element) yew magestaff of invocation (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) S.pwr/crit +6 Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 51.38 to 61.66 arcane damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe (34-50 power, 2 apr) dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
steel greatsword of crippling (22-34 power, 2 apr) steel greatsword of crippling (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
chilling dwarven-steel greatsword of daylight (32-52 power, 2 apr) chilling dwarven-steel greatsword of daylight (32-52 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 light +7 cold Against +23% Undead Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (44-70 power, 2 apr) hateful dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed swords. |
slime-covered dwarven-steel greatsword (35-56 power, 2 apr) slime-covered dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 45% Massive two-handed swords. |
steel longsword of massacre (19-27 power, 3 apr) steel longsword of massacre (19-27 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Ivylemina (22-30 power, 4 apr) Ivylemina (22-30 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 mind On Hit: * 13% chance to reduce all saves and defense by 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +3 Wil dps ---------- Phys.crit +7.0% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind Acc +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +26% Sharp, long, and deadly. |
truestriking steel mace (13-18 power, 3 apr) truestriking steel mace (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +8 (+5 eff.) Apr +7 Blunt and deadly. |
flaming dwarven-steel mace of massacre (32-45 power, 4 apr) flaming dwarven-steel mace of massacre (32-45 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +6 fire Blunt and deadly. |
arcing dwarven-steel waraxe of massacre (27-38 power, 4 apr) arcing dwarven-steel waraxe of massacre (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage One-handed war axes. |
dwarven-steel waraxe (21-29 power, 4 apr) dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe (17-24 power, 4 apr) dwarven-steel waraxe (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
hateful steel dagger of massacre (18-23 power, 6 apr) hateful steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +9% Living Sharp, short and deadly. |
steel dagger of massacre (20-25 power, 6 apr) steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Silabeth (24-32 power, 7 apr) Silabeth (24-32 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 24.5 - 31.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 acid While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +12% darkness +6% cold Sharp, short and deadly. |
arcing dwarven-steel dagger of massacre (28-37 power, 7 apr) arcing dwarven-steel dagger of massacre (28-37 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Sharp, short and deadly. |
dwarven-steel dagger of erosion (16-21 power, 7 apr) dwarven-steel dagger of erosion (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
caller's vined mindstar of clarity (6-6 power, 18 apr, mind damage) caller's vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% acid +6% fire +7% cold +7% physical Res.pen +3% acid +3% fire +2% cold +2% physical ----- def ----- Mind.save +3 (+2 eff.) Heal/summ +19 ---------- misc Max.psi +10.00 Max.summ +1 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. |
horrifying vined mindstar of resolve (5-6 power, 18 apr, nature damage) horrifying vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (4-5 power, 18 apr, nature damage) vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (4-5 power, 18 apr, mind damage) vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's thorny mindstar (8-9 power, 24 apr, nature damage) caller's thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% acid +7% fire +7% cold +9% physical Res.pen +2% acid +4% fire +4% cold +3% physical ----- def ----- Heal/summ +19 ---------- misc Max.summ +2 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. |
creative thorny mindstar of frost (8-9 power, 24 apr, mind damage) creative thorny mindstar of frost (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+3 eff.) Melee+ 4 cold Dmg.mod +6% cold Res.pen +8% cold ----- def ----- Armour +6 Resists +4% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of resolve (10-10 power, 24 apr, mind damage) horrifying thorny mindstar of resolve (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 5 darkness Dmg.mod +3% mind +5% darkness ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (9-10 power, 24 apr, mind damage) thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (8-8 power, 24 apr, nature damage) thorny mindstar of balance (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
thorny mindstar of sand (8-9 power, 24 apr, mind damage) thorny mindstar of sand (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +9% physical Res.pen +7% physical ----- def ----- Resists +4% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
balanced steel steamsaw of massacre (20-29 power, 0 apr) balanced steel steamsaw of massacre (20-29 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+4 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Fatigue +6% Disarm- +27% ---------- misc Talents +1 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! |
steel steamsaw (16-25 power, 0 apr) steel steamsaw (16-25 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 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! |
steel steamsaw (15-22 power, 0 apr) steel steamsaw (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 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! |
balanced dwarven-steel steamsaw of resilience (24-36 power, 0 apr) balanced dwarven-steel steamsaw of resilience (24-36 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Nature/Master/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +4 Defense +13 (+7 eff.) Fatigue +8% Max.HP +44.00 Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of massacre (30-44 power, 0 apr) dwarven-steel steamsaw of massacre (30-44 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of cold resistance (+18%) (23-34 power, 0 apr) flaming dwarven-steel steamsaw of cold resistance (+18%) (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Arcane/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Hit.r1 +9 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +18% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw (20-31 power, 0 apr) truestriking dwarven-steel steamsaw (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +5 (+3 eff.) Apr +5 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emeleda the yew longbow Emeleda the yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +2 Wil +5 Cun +7 Con dps ---------- Phys.pwr +15 (+7 eff.) ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
ranger's yew longbow ranger's yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes. |
mighty hardened leather sling of fire mighty hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
ranger's dwarven-steel steamgun of cold ranger's dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of yew arrows 'Alylach' (19/19, 58-82 power, 10 apr) quiver of yew arrows 'Alylach' (19/19, 58-82 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Disrupt/Master Power 58.5 - 81.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +16.0% Capacity 19 Ranged+ +20 acid On Crit.r2 +4 acid On Hit: * 21 arcane resource burn * 20% chance to reduce armor by 37% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
arcing pouch of dwarven-steel shots of accuracy (23/23, 30-37 power, 3 apr) arcing pouch of dwarven-steel shots of accuracy (23/23, 30-37 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 23 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Shots are used with slings to pummel your foes to death. |
corrosive steel shield of the stars (0 def, 4 armour, 14-17 power, 39.5 block) corrosive steel shield of the stars (0 def, 4 armour, 14-17 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 acid +11 light +13 darkness While equipped: Stats +1 Mag +3 Cun +2 Con dps ---------- Dmg.mod +12% light +10% darkness On Melee Ret: * 13% chance to reduce armor by 37% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +12% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 14-17 power, 41 block) steel shield (0 def, 4 armour, 14-17 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 16-19 power, 39 block) steel shield of winter (0 def, 4 armour, 16-19 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +12 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Resists +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +7% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of command (11 def, 7 armour) cured leather armour of command (11 def, 7 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +11 (+6 eff.) Fatigue +7% Mind.save +10 (+5 eff.) A suit of armour made of leather. |
prismatic cured leather armour (6 def, 4 armour) prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% light +11% darkness A suit of armour made of leather. |
prismatic cured leather armour of temporal resistance (6 def, 4 armour) prismatic cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% temporal +11% light +12% darkness A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.80 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour) rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% cold HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
cleansing hardened leather armour of acid resistance (9 def, 6 armour) cleansing hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +15% acid +12% nature +12% blight A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour) hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic hardened leather armour of clarity (9 def, 6 armour) prismatic hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% light +11% darkness +6% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 14 armour) impenetrable steel mail armour (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 16 armour) impenetrable dwarven-steel mail armour of stability (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour) radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +13% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour) rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+6 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
prismatic steel plate armour (0 def, 9 armour) prismatic steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +10% light +12% darkness A suit of armour made of metal plates. |
Bogqueen the dwarven-steel plate armour (0 def, 11 armour) Bogqueen the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- Res.pen +5% mind Melee Ret 4 mind ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning +19% darkness +20% blight +3% mind +6% nature Max.HP +60.00 ---------- misc Light +2 A suit of armour made of metal plates. |
Tarrudig the rough leather belt Tarrudig the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +2 Wil ----- def ----- Resists +3% temporal +12% fire Max.HP +30.00 A belt that goes around your waist. |
Zyldil the rough leather belt Zyldil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +10% acid ----- def ----- Resists +3% physical HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt 'Lisedarin' rough leather belt 'Lisedarin'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind ----- def ----- Defense +14 (+7 eff.) Spell.save +9 (+5 eff.) Stealth +6 Stun/Frz- +10% A belt that goes around your waist. |
Hettogrim Hettogrim1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Against +32% Summoned ----- def ----- Resists +15% lightning +3% cold +9% temporal +9% acid D.Red.from +25% Summoned A belt that goes around your waist. |
Nodin Nodin1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +15% fire +6% nature +9% light Spell.save +6 (+3 eff.) HP.reg +1.70 Heal.mod +14% A belt that goes around your waist. |
Voreba Voreba1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +6% acid +6% fire +8% cold Spell.save +6 (+3 eff.) Mind.save +15 (+8 eff.) Cut- +20% Teleport- +10% A belt that goes around your waist. |
insulating hardened leather belt of carrying insulating hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +7% fire +7% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
linen cloak 'Voidnull' (7 def, 0 armour) linen cloak 'Voidnull' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +3% blight Melee Ret 4 darkness ----- def ----- Defense +7 (+4 eff.) Crit.chn- 5.00% Phys.save +6 (+3 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Githa' (2 def, 7 armour) cashmere cloak 'Githa' (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +6 Cun ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +15% cold Crit.chn- 15.00% ---------- misc Equi/ret +0.12 Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gorokan' (2 def, 0 armour) cashmere cloak 'Gorokan' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +14% darkness Res.pen +14% darkness +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Mind.save +15 (+8 eff.) Stealth +11 ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Malodunachik' (10 def, 5 armour) cashmere cloak 'Malodunachik' (10 def, 5 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +6% acid +16% temporal +12% darkness Phys.save +14 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+7 eff.) Def/telep +16 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radianceterror the pair of rough leather boots (0 def, 1 armour) Radianceterror the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +3% acid +6% darkness Die.at -20.00 life Poison- +20% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
pair of rough leather boots 'Xerira' (0 def, 1 armour) =+3 dex= pair of rough leather boots 'Xerira' (0 def, 1 armour) =+3 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Wil +2 Cun ----- def ----- Armour +1 Resists +2% physical ---------- misc Stam/turn +1.00 Light +1 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) stealthy pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +1 Stealth +6 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots 'Aerariamira' (16 def, 3 armour) pair of hardened leather boots 'Aerariamira' (16 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Acc +30 (+16 eff.) ----- def ----- Armour +3 Defense +16 (+8 eff.) Resists +5% arcane +3% darkness Die.at -40.00 life Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Layotha the Cloudcrack (0 def, 4 armour) Layotha the Cloudcrack (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +21% fire ----- def ----- Armour +4 Fatigue -4% Resists +12% lightning +6% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour) pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves of dexterity (+4) (0 def, 2 armour) hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +16 (+9 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 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. |
clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour) clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tundraresolve the cashmere wizard hat (2 def, 0 armour) Tundraresolve the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% cold Melee Ret 6 mind ----- def ----- Defense +2 (+1 eff.) Resists +7% blight +9% cold +5% nature Mind.save +9 (+5 eff.) ---------- misc Max.hate +4.00 A pointy cloth hat, very wizardly... |
grounding hardened leather hat (0 def, 3 armour) grounding hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +5% temporal A hat made of leather. Very stylish. |
hardened leather hat 'Noonmalice' (15 def, 3 armour) hardened leather hat 'Noonmalice' (15 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Res.pen +15% light ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +3% Resists +9% blight +8% nature +3% light +6% darkness A hat made of leather. Very stylish. |
stabilizing hardened leather hat (0 def, 3 armour) stabilizing hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+6 eff.) A hat made of leather. Very stylish. |
stabilizing hardened leather hat of absorption (0 def, 3 armour) stabilizing hardened leather hat of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+7 eff.) ---------- misc Stam/ret +0.70 Equi/ret +1.40 A hat made of leather. Very stylish. |
Arodatta the rough leather cap (0 def, 1 armour) Arodatta the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Cun ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal Crit.chn- 15.00% A cap made of leather. |
rough leather cap 'Eilinawen' (0 def, 5 armour) rough leather cap 'Eilinawen' (0 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +6 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Phys.save +3 (+2 eff.) A cap made of leather. |
Isorera the Singemoon (0 def, 3 armour) Isorera the Singemoon (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% cold +12% fire Res.pen +10% fire ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +30% fire A cap made of leather. |
Ulfadothel the Shimmerraptor (2 def, 0 armour) Ulfadothel the Shimmerraptor (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% lightning +12% acid Res.pen +10% lightning +20% cold +20% acid ----- def ----- Defense +2 (+1 eff.) Resists +9% cold Phys.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Urytothad the Burnquill (2 def, 0 armour) Urytothad the Burnquill (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Str +6 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +1.00 Psi/ret +1.00 Hate/ret +1.80 See.Invis +6 A pointy cloth hat, very wizardly... |
hardened leather cap 'Belorig' (0 def, 3 armour) hardened leather cap 'Belorig' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) Acc +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +6% temporal +3% mind +3% cold Silence- +20% Knockbk- +20% A cap made of leather. |
insulating dwarven-steel helm of strength (+4) (0 def, 4 armour) insulating dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm of dexterity (+6) (0 def, 4 armour) prismatic dwarven-steel helm of dexterity (+6) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +6 Dex ----- def ----- Armour +4 Fatigue +4% Resists +12% light +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
161 alchemist agate 161 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
122 alchemist spinel 122 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
434 alchemist ametrine 434 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
39 alchemist zircon 39 alchemist zircon0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
169 alchemist lapis lazuli 169 alchemist lapis lazuli0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
Fuladrarek the Glitteroblivion =+5 dex= Fuladrarek the Glitteroblivion =+5 dex=2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% fire Melee Ret 2 light 12 fire ----- def ----- Resists +3% light +6% fire ---------- misc Max.stam +10.00 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. |
alchemist's lamp alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Oluleblek' (dig speed 27 turns) iron pickaxe 'Oluleblek' (dig speed 27 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +4 Con dps ---------- Spell.pwr +10 (+3 eff.) Acc +4 (+3 eff.) ----- def ----- Resists +6% acid Spell.save +3 (+2 eff.) ---------- misc Mana/s.crit +2.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
evasive iron torque of mindblast [power 105] (13/15 cooldown) evasive iron torque of mindblast [power 105] (13/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13/15 cooldown) elm totem of stinging [power 116] (13/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Boomie the Cornac Alchemist level 14
2nd Dusk 122nd year of Ascendancy at 21:26 see stats
By Boomie the Cornac Alchemist level 10
6th Mirth 122nd year of Ascendancy at 08:46 see stats
By Boomie the Cornac Alchemist level 20
39th Dusk 122nd year of Ascendancy at 21:20 see stats
By Boomie the Cornac Alchemist level 7
79th Pyre 122nd year of Ascendancy at 07:03 see stats
By Boomie the Cornac Alchemist level 10
10th Mirth 122nd year of Ascendancy at 16:07 see stats
By Boomie the Cornac Alchemist level 17
15th Dusk 122nd year of Ascendancy at 19:41 see stats
Log
Aregalaith the gigantic sandworm tunneler shoves Red ooze aside.
Aregalaith the gigantic sandworm tunneler uses Quick as Thought.
Aregalaith the gigantic sandworm tunneler speeds up.
Aregalaith the gigantic sandworm tunneler uses Mindhook.
Boomie casts Stone Touch.
Aregalaith the gigantic sandworm tunneler shrugs off the effect 'Stoned'!
Boomie is not dazed anymore.
Aregalaith the gigantic sandworm tunneler uses Telekinetic Smash.
Boomie is stunned!
Aregalaith the gigantic sandworm tunneler's Beyond the Flesh hits Boomie for 80 physical, 11 fire, 11 lightning (101 total damage).
Aregalaith the gigantic sandworm tunneler hits Boomie for 68 physical, 11 fire, 11 lightning, 112 physical, 11 fire, 11 lightning (223 total damage).
Melee retaliation hits Aregalaith the gigantic sandworm tunneler for (2 to psi shield), 4 physical, 4 darkness, 10 fire, (2 to psi shield), 4 physical, 4 darkness, 10 fire, (2 to psi shield), 4 physical, 4 darkness, 10 fire (51 total damage).
LIFE LOST WARNING!
Boomie casts Flash Freeze.
Aregalaith the gigantic sandworm tunneler is frozen to the ground!
Red ooze is frozen to the ground!
Boomie hits Aregalaith the gigantic sandworm tunneler for 94 cold damage.
Boomie hits Red ooze for 122 cold damage.
Aregalaith the gigantic sandworm tunneler uses Pyrokinesis.
Boomie is on fire!
Red ooze misses Boomie.
Xanyrida the yellow ooze is no longer evading attacks.
Boomie is less vulnerable to physical.
Talent Imbue Item is ready to use.
Talent Command Staff is ready to use.
Talent Dig is ready to use.
Burning from Aregalaith the gigantic sandworm tunneler hits Boomie for 20 fire damage.
Boomie the level 22 cornac alchemist was scorched to death by Aregalaith the gigantic sandworm tunneler on level 1 of Sandworm lair.