















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
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 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 | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 32 / 60% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 114 (base 54) |
| Dexterity | 43 (base 23) |
| Constitution | 11 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 84 (base 60) |
Resources
| Life | 770/770 |
| Mana | 231/271 |
| Psi | 121/121 |
| Steam | 80/80 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 11.359307335327 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +433.41774605106% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Stealth | 15 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Acid | +3% |
| Nature | +38% |
| Temporal | +12% |
| Blight | +9% |
| Arcane | +9% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Blight | +15% |
| Physical | +10% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 55 (38.594633868923%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 21 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 19%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 32%( 70%) |
| Physical | + 30%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 30% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 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 Strength 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 204% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| talent | Premonition |
| talent | Mow Down |
| talent | Saw Wheels |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
Escort the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * You've found the needed faerlhing fang. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed warg claw. * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of bone giant dust. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Daimavor the pair of iron boots (4 def, 11 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +2% Resists +6% acid Phys.save +21 (+7 eff.) Die.at -80.00 life Cut- +10% Pinning- +15% Stun/Frz- +20% Knockbk- +15% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Goma the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +20 (+6 eff.) Resists +18% lightning +3% nature +9% light Spell.save +6 (+3 eff.) Max.HP +20.00 Disease- +20% ---------- 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 | Eye of the Forest (8 def, 0 armour) 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature Acc +16 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Light +6 Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Arikira the dwarven-steel gauntlets (0 def, 8 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 physical Dmg.mod +3% acid +4% physical +9% blight Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +8 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 Disarm- +30% ---------- misc Stam/turn +0.50 Max.stam +10.00 Talents +4 Spring Grapple Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Perfect Control 3 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew totem of healing 'Rainbearer' [power 278] (15 cooldown) =Heal=2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% arcane +18% nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to heal for 47. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emelamira the gold ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Wil +5 Cun dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +12% temporal Res.pen +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 22% ----- def ----- Armour +6 HP.reg +3.00 Stun/Frz- +26% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| On fingers | Kigachak the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +7 Cun dps ---------- Melee+ 17 physical Ranged+ 10 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 28 On Hit (Ranged): * 15% chance to reduce all saves and defense by 28 ----- def ----- Armour +8 Resists +5% arcane +1% physical ---------- misc Hate/m.crit +3.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Radhodunahell0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +12% mind Phys.save +18 (+6 eff.) Confus- +20% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
| In main hand | Isyminne (24-35 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +6 Dex dps ---------- Dmg.mod +3% physical Res.pen +15% blight Acc +6 (+1 eff.) Apr +3 On shield block: * Deals 43 light and fire damage to each enemy blocked On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +7% light +8% fire ---------- 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! |
| Around waist | noble's rough leather belt of resilience =Will4 / Life / Summon=1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned Max.HP +34.00 A belt that goes around your waist. |
| In off hand | dwarven-steel steamsaw of evisceration (17-26 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 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! |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +30% lightning Stun/Frz- +50% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Send out a range 5 beam of kinetic energy, dealing 47.79 to 59.73 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant (efficiency 153% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 161% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 160% / cooldown 59%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; acid, physical, mind, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 mind, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 64; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 31; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 31 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 Constitution 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 23; blocks 3; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 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: Air Recycler0.1 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: Antimagic Shell0.1 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: Back Support0.1 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: Black Light Emitter0.1 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: Crystal Plating0.1 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: Deflection Field0.1 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: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 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: Fireproof Coating0.1 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: Flare Shell0.1 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: Fungal Web0.1 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: Grounding Strap0.1 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 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: Hook Shell0.1 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: Iron Grip0.1 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: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 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: Magnetic Shell0.1 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: Mental Stimulator0.1 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: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 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: Second Skin0.1 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: Shocking Edge0.1 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: Steamgun0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 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: Winterchill Edge0.1 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. |
Durydumas =Mag3 / Life / Stun22=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% lightning +3% cold Phys.save +9 (+3 eff.) Max.HP +20.00 Stun/Frz- +22% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
clarifying steel amulet of mastery (0.15 Steamtech / Furnace) =Conf24=0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +24% ---------- misc Masteries +0.15 Steamtech/Furnace Amulets make your neck look great! |
copper amulet of mastery (0.10 Steamtech / Chemistry)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
steel amulet 'Gyyath'0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +9 (+4 eff.) Dmg.mod +8% blight +9% fire +21% arcane Res.pen +15% acid ----- def ----- Resists +27% acid +5% arcane Amulets make your neck look great! |
steel amulet of manastreaming =Mana=0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +27.00 Amulets make your neck look great! |
wanderer's steel amulet =Dex4 / Con4=0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
warrior's steel amulet of vision =Sight=0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% physical Blind- +21% ---------- misc Stam/turn +0.30 Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
Abysswind the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil +6 Mag dps ---------- Melee+ 15 light Ranged+ 20 light Dmg.mod +12% light ----- def ----- Resists +6% fire Spell.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
Arcqueller0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +9% lightning +9% darkness Res.pen +25% lightning ----- def ----- Resists +6% lightning Crit.chn- 10.00% ---------- misc Infravis +3 Rings make your fingers look great! |
Bokasta the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% darkness Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Poison- +10% Cut- +20% Confus- +20% Rings make your fingers look great! |
Gumita the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% arcane Res.pen +20% acid Phasing +20% ----- def ----- Resists +6% acid ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
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 (+3 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. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Turagund'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +10 (+3 eff.) Resists +1% physical +12% temporal Crit.chn- 5.00% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
gladiator's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Resists +12% acid +12% fire +16% lightning +17% cold Rings make your fingers look great! |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
marksman's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% cold Acc +8 (+2 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +3 Mag dps ---------- Melee+ 11 light Ranged+ 15 light Dmg.mod +12% light ----- def ----- Mind.save +8 (+3 eff.) Rings make your fingers look great! |
savage's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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. Rings make your fingers look great! |
sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Dex dps ---------- Melee+ 8 physical Ranged+ 5 physical Acc +5 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 28 On Hit (Ranged): * 11% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
steel ring 'Glorema'0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +10% acid +3% arcane +6% mind +11% darkness Res.pen +5% mind ----- def ----- Resists +20% acid +22% darkness +5% arcane Rings make your fingers look great! |
titan's copper ring of arcana (+0.13/turn)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
titan's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
treant's copper ring of clarity0.1 T1 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +6% nature +6% blight Mind.save +6 (+2 eff.) Poison- +10% Disease- +12% Confus- +21% Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
wizard's gold ring of blight (+12%)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Spell.save +4 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +4.00 Stun/Frz- +24% Rings make your fingers look great! |
Glubreta (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 cold While equipped: Stats +6 Wil +2 Mag ----- def ----- Resists +5% arcane Crit.chn- 15.00% ---------- misc Infravis +2 Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) =Dex20=1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 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 ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
balanced steel dagger of persecution (12-16 power, 6 apr) =Will2=1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
steel dagger 'Isutta' (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light +20 mind Against +11% Undead While equipped: Stats +2 Str +9 Mag +3 Wil dps ---------- Dmg.mod +15% temporal ---------- misc Light +2 Sharp, short and deadly. |
Fulohell (46-73 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +9 Mag +16 Wil +9 Cun +21 Con ----- def ----- Defense +10 (+3 eff.) Resists +12% lightning Die.at -40.00 life Max.HP +44.00 Teleport- +10% Massive two-handed swords. |
steel longsword 'Hazeclash' (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +16 cold On Hit: * 7% chance to reduce strength, dexterity, and constitution by 12 On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Dmg.mod +3% physical Acc +6 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Die.at -20.00 life Disarm- +27% Sharp, long, and deadly. |
truestriking steel longsword of crippling (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 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 +6.0% Res.pen +6% physical Acc +9 (+2 eff.) Apr +9 Sharp, long, and deadly. |
Sleetraze the stralite mace (46-64 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +21 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: Stats +2 Cun +1 Wil ----- def ----- Resists +6% cold Crit.chn- 5.00% ---------- misc Light +3 Infravis +3 Blunt and deadly. |
steel mace 'Blizzardhunt' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: Stats +6 Dex +6 Cun +7 Con dps ---------- Dmg.mod +6% cold ---------- misc Infravis +3 See.Invis +15 Blunt and deadly. |
steel mace 'Grinomaleg' (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Res.pen +15% physical +9% all Acc +19 (+5 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% mind +4% physical Blunt and deadly. |
Shadegrinder (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Cun +6 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +3% Melee+ 6 fire Dmg.mod +8% fire Res.pen +6% fire On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +9% darkness +8% fire ---------- misc Light +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. |
Glintstreaker the dwarven-steel steamsaw (30-46 power, 0 apr) =Light3=3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +8% Resists +6% lightning +4% physical Heal.mod +15% ---------- misc Light +3 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! |
Phoenixwill (17-26 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +8 lightning Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +6 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Dmg.mod +18% fire Melee Ret 6 nature 8 lightning ----- 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! |
swashbuckler's steel steamsaw (12-19 power, 0 apr) =Dex3=3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: Stats +1 Str +3 Dex dps ---------- Acc +8 (+2 eff.) ----- 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! |
Aerykira the dwarven-steel waraxe (34-48 power, 4 apr) =Con4=3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature While equipped: Stats +4 Str +4 Con dps ---------- Apr +2 One-handed war axes. |
Gorewrack (20-29 power, 4 apr) =OnHits=3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Res.pen +10% light On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +6% nature +6% light One-handed war axes. |
Lighttyphoon (13-18 power, 2 apr) =Mag5=3.0 T1 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight +7 temporal While equipped: Stats +2 Dex +5 Mag ----- def ----- Resists +6% light +7% temporal ---------- misc Light +3 One-handed war axes. |
Yvinn the iron waraxe (12-16 power, 2 apr) =Stun20=3.0 T1 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Acc +6 (+1 eff.) Melee Ret 4 acid ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane +12% temporal +12% darkness +6% mind Phys.save +6 (+2 eff.) Disarm- +23% Stun/Frz- +20% One-handed war axes. |
steel waraxe 'Yarulin' (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +11.0% Atk.spd 100% While equipped: Stats +1 Dex +8 Wil +9 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Resists +3% temporal Max.HP +27.00 Disease- +20% One-handed war axes. |
Airravager the rough leather belt =Crit15=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +18% acid Crit.chn- 15.00% HP.reg +1.10 Heal.mod +12% ---------- misc Infravis +3 A belt that goes around your waist. |
Darkbiter the hardened leather belt =Dex7=1.0 T3 belt armor [Rare] Nature While equipped: Stats +7 Dex +3 Con dps ---------- Phys.crit +5.0% Mind.pwr +4 (+1 eff.) Dmg.mod +9% darkness Melee Ret 4 acid ----- def ----- Defense +15 (+5 eff.) Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Gloranne the Stokesage =Con4=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +3 Wil +1 Cun +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
Rope Belt of the Thaloren =Will8=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
spiritwalker's hardened leather belt of carrying =Mana=1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Fatigue -6% ---------- misc Max.enc +28 Mana/turn +0.10 Max.mana +26.00 A belt that goes around your waist. |
Bethodhema the cashmere cloak (2 def, 0 armour) =Will4=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +1 Con dps ---------- Res.pen +15% mind Melee Ret 8 mind ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +3% temporal Mind.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kakan (1 def, 14 armour) =Life / Armour=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +14 Defense +1 (+1 eff.) Resists +6% mind +12% cold Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maliyamnir (1 def, 0 armour) =Light2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Wil +1 Cun dps ---------- Dmg.mod +9% temporal Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Salida the Skykin (1 def, 4 armour) =Con6=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +6 Con dps ---------- Phys.crit +3.0% Spell.crit +4% Crit.mult +12.00% Spell.pwr +4 (+2 eff.) Dmg.mod +6% arcane +6% lightning Res.pen +6% arcane Apr +2 ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +6% temporal ---------- misc Max.mana +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanukor the Airparry (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Res.pen +15% lightning +15% mind ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 ---------- misc Equi/ret +0.28 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Runarim' (7 def, 0 armour) =Stun20 / Mag2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Mag ----- def ----- Defense +7 (+3 eff.) Resists +9% cold +3% mind Phys.save +9 (+3 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the hunter (2 def, 0 armour) =Dex3 / Life=2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +22 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +46.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +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 woollen robe of lightning (+21%) (0 def, 0 armour) =Will5 / Mag4 / Mana=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) =Con4=2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +8% blight +11% all Max.HP +57.00 HP.reg +2.60 Heal.mod +15% Poison- +20% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 20 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Glariata the pair of dwarven-steel boots (0 def, 4 armour) =Mag4 / Will4 / Con8=3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun +8 Con dps ---------- Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Heatsun the pair of dwarven-steel boots (0 def, 10 armour) =Resists=3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +15% darkness +16% temporal Melee Ret 4 fire ----- def ----- Armour +10 Fatigue +3% Resists +11% acid +22% temporal +19% darkness +32% fire +10% lightning +30% cold Def/telep +34 Res/telep +30% Dur/telep +36% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unlightblow (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +10 Wil dps ---------- Dmg.mod +6% lightning +12% darkness ----- def ----- Armour +3 Crit.chn- 10.00% ---------- misc Light +2 Infravis +5 A pair of boots made of leather. |
Wildmistress the pair of iron boots (0 def, 3 armour) =Dex3 / Light3=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +9% nature +3% fire Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. |
pair of dwarven-steel boots 'Charriver' (0 def, 15 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Cun +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +5% acid +6% blight Acc +5 (+1 eff.) Melee Ret 4 fire ----- def ----- Armour +15 Fatigue +3% Disease- +20% ---------- misc Infravis +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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Deepswrecker' (0 def, 3 armour) =Dex5 / Will8 / Blink=2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +2 Mag +8 Wil +5 Lck dps ---------- Mind.crit +2% Dmg.mod +9% darkness ----- def ----- Armour +3 Stealth +10 HP.reg +3.00 Heal.mod +13% Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of iron boots 'Voronor' (0 def, 3 armour) =Mag5=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag +3 Wil +2 Cun dps ---------- Melee Ret 10 arcane ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% mind Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) HP.reg +4.00 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Pyrespiker' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +4 Con dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +1 Resists +24% fire Phys.save +6 (+2 eff.) ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
Aeryrivena the Radiancewrack (0 def, 1 armour) =Track=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% light +18% cold Acc +6 (+1 eff.) Melee Ret 2 light On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +6% mind ---------- misc Infravis +2 Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +6.0% Atk.spd 83% Melee+ +6 darkness On Crit: 10% Dominate 1 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Blazewinter (0 def, 2 armour) =Dex6 / Disarm26=1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +6 Dex +3 Cun dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +9% lightning +12% blight Acc +20 (+5 eff.) ----- def ----- Armour +2 Phys.save +17 (+6 eff.) Mind.save +6 (+2 eff.) Disarm- +26% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +3 Crit +15.0% Atk.spd 100% On Hit: 10% Perfect Control 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frigidrock (15 def, 2 armour) =Defense=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +5 Wil dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% cold ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +4.30 Max.stam +10.00 See.Invis +9 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Lustregrinder the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Res.pen +10% lightning +10% cold +10% light Acc +6 (+1 eff.) Melee Ret 10 light ----- def ----- Armour +1 Resists +15% cold Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +26% ---------- misc Light +2 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silirathra (0 def, 2 armour) =Mag6 / Will6=1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +3 Con dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +20 (+7 eff.) Melee+ 8 arcane 5 temporal Ranged+ 7 temporal Dmg.mod +5% arcane +6% temporal Res.pen +15% mind Melee Ret 4 mind ----- def ----- Armour +2 Resists +6% acid +6% temporal +5% arcane Phys.save +20 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +29% ---------- misc Psi/ret +0.04 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 physical +10 arcane On Hit: 10% Juggernaut 1 On Hit: 10% Manathrust 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Armesin' (0 def, 2 armour) =Light3=1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex dps ---------- Melee+ 8 light 5 temporal Ranged+ 8 temporal Dmg.mod +5% light +3% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +7% light +9% temporal ---------- misc Light +3 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 20% Searing Light 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Rimestreak' (0 def, 1 armour) =Con4=1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Wil +4 Con dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +5% temporal Melee Ret 6 acid ----- def ----- Armour +1 Resists +6% cold +6% temporal ---------- misc See.Invis +3 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 4 armour)1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +9% blight +6% arcane Melee Ret 10 vim draining blight ----- def ----- Armour +4 Blind- +20% Pinning- +20% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6% and all saves by 9, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Milar the linen wizard hat (1 def, 0 armour) =Damage / ResPen / Crit15=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% acid +9% physical Res.pen +20% physical Acc +25 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +18% acid +6% mind +6% lightning Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
Prismdredge (0 def, 3 armour) =Con6 / Crit15=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +2 Wil +4 Cun +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% light ----- def ----- Armour +3 Fatigue +3% Resists +3% light Crit.chn- 15.00% A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour) =Stun30=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Galereign' (2 def, 0 armour) =Crit15 / Light3=2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +13% cold Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+1 eff.) Resists +19% cold Crit.chn- 15.00% ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Beuromirab' (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +2 Dex +1 Mag +3 Wil ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +5 (+2 eff.) ---------- misc Mana/turn +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.10 Max.mana +60.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather hat 'Glorobeth' (10 def, 15 armour) =Con6 / Life / Defense=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +15 Defense +10 (+3 eff.) Fatigue +3% Mind.save +3 (+1 eff.) Max.HP +60.00 A hat made of leather. Very stylish. |
prismatic hardened leather hat of the bounder (0 def, 3 armour) =Dex7=2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 520.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
rough leather cap 'Duryblek' (0 def, 1 armour) =Will6=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.pwr +10 (+5 eff.) Res.pen +20% blight Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Mind.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +20.00 A cap made of leather. |
rough leather cap 'Gebeth' (0 def, 1 armour) =Mag4=2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +8% blight +21% arcane Res.pen +10% arcane Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.08 Max.hate +4.00 A cap made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cured leather armour 'Beedir' (13 def, 7 armour) =Dex8 / ResPen / Life=9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex +3 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Res.pen +15% physical Apr +1 ----- def ----- Armour +7 Defense +13 (+4 eff.) Fatigue +7% Phys.save +8 (+3 eff.) Max.HP +23.00 A suit of armour made of leather. |
marauder's hardened leather armour of delving (11 def, 6 armour) =Track=9.0 T3 light armor [Ego++] Master While equipped: Stats +9 Str +4 Dex ----- def ----- Armour +6 Defense +11 (+4 eff.) Fatigue +8% Resists +15% darkness +8% physical Phys.save +7 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
895 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. |
2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
8 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns) =DigSpeed / Cun2=3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Belagamina the Flashreaper0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Mind.crit +7% Spell.pwr +10 (+5 eff.) Mind.pwr +7 (+2 eff.) Res.pen +25% mind +25% fire Melee Ret 10 fire ----- def ----- Resists +12% fire Mind.save +6 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Morningquench =Cun6 / Dex3=2.0 T1 lite [Rare] Nature While equipped: Stats +6 Cun +3 Dex ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Flarestinger' =Life / Blind10=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Resists +6% blight Spell.save +3 (+1 eff.) Max.HP +47.00 Blind- +10% ---------- misc 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. |
brass lantern 'Nighttooth' =ResPen=2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% acid +25% darkness +7% all Apr +7 Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +12% cold ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity =SeeInv / Light6=2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +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. |
Eye of the Dreaming One =Will5 / Sleep=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
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. |
6 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 65% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 250/400 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. |
potent healing salve [power 382] potent healing salve [power 382]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 204% efficiency and 51% cooldown modifier. Heal 382 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 35] powerful water salve [power 35]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 204% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 24] simple frost salve [power 24]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 204% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
Dazzleoath the dwarven-steel torque of psionic shield [power 155] (35 cooldown) =Light3=2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% acid +9% light +5% arcane ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 35 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emelynor the Blastlore [power 110] (15 cooldown) =Damage=2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +12% lightning +6% light +5% arcane ---------- misc Stam/turn +2.00 Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will =Will8=2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of stinging 'Glacierwhisper' [power 194] (15 cooldown) =Sting=2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold Res.pen +15% mind +10% lightning Melee Ret 6 cold ----- def ----- Resists +9% mind Sting an enemy dealing 268 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Uralin' [power 180] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +12% temporal Crit.chn- 10.00% ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 402 Base Damage: 214 Armor: 11 All Resist: 11 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Anomandil the Undeathimmortal [power 175] (15 cooldown) =Crit15=2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% mind +5% arcane Crit.chn- 15.00% Mind.save +9 (+3 eff.) Fire a magical bolt dealing 175 cold damage Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Purerazor the elm wand of conjuration [power 115] (15 cooldown) =ResPen=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Res.pen +25% physical Apr +2 On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +2 Fire a magical bolt dealing 118 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of clairvoyance [power 13] (21 cooldown) =Clairvoyance=2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sawbones the Skeleton Sawbutcher level 20
69th Dusk 122nd year of Ascendancy at 03:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sawbones the Skeleton Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 06:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sawbones the Skeleton Sawbutcher level 31
49th Haze 122nd year of Ascendancy at 22:37 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Sawbones the Skeleton Sawbutcher level 29
33rd Haze 122nd year of Ascendancy at 01:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sawbones the Skeleton Sawbutcher level 22
72nd Dusk 122nd year of Ascendancy at 09:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sawbones the Skeleton Sawbutcher level 28
8th Haze 122nd year of Ascendancy at 19:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sawbones the Skeleton Sawbutcher level 10
1st Summertide 122nd year of Ascendancy at 03:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sawbones the Skeleton Sawbutcher level 20
69th Dusk 122nd year of Ascendancy at 01:26 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sawbones the Skeleton Sawbutcher level 30
33rd Haze 122nd year of Ascendancy at 15:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sawbones the Skeleton Sawbutcher level 19
34th Dusk 122nd year of Ascendancy at 17:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sawbones the Skeleton Sawbutcher level 25
5th Haze 122nd year of Ascendancy at 20:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sawbones the Skeleton Sawbutcher level 11
2nd Summertide 122nd year of Ascendancy at 22:58 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Sawbones the Skeleton Sawbutcher level 28
20th Haze 122nd year of Ascendancy at 21:07 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 Sawbones the Skeleton Sawbutcher level 32
57th Haze 122nd year of Ascendancy at 20:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sawbones the Skeleton Sawbutcher level 13
6th Flare 122nd year of Ascendancy at 07:07 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sawbones the Skeleton Sawbutcher level 31
57th Haze 122nd year of Ascendancy at 15:52 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sawbones the Skeleton Sawbutcher level 23
1st Haze 122nd year of Ascendancy at 13:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sawbones the Skeleton Sawbutcher level 17
16th Dusk 122nd year of Ascendancy at 01:42 see stats
Log
You gain 5.98 gold from the melting of yew starstaff of channeling (20-24 power, 4 apr, darkness element).
You gain 4.28 gold from the melting of potent elven-wood vilestaff of power (31-37 power, 5 apr, blight element).
You gain 13.61 gold from the melting of warden's hardened leather sling of enduring.
You collect a new ingredient: lump of stralite (1).
You gain 10.79 gold from the melting of blazebringer's stralite greatsword of shearing (49-78 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 8.08 gold from the melting of stormbringer's stralite dagger of amnesia (28-36 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.31 gold from the melting of flaming stralite dagger of massacre (40-53 power, 9 apr).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:41.
Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:15.
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:51.
There is a Mark of the Spellblaze here (press '' or right click to use).
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:41.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:23.
There is an exit to the worldmap (necrotic air) here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
















































































































































