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 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Psyshot |
Level / Exp | 50 / 2102% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 63 (base 18) |
Dexterity | 111 (base 64) |
Constitution | 32 (base 8) |
Magic | 87 (base 60) |
Willpower | 96 (base 47) |
Cunning | 147 (base 65) |
Resources
Life | 1327/1327 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 211/211 |
Healing Factor | 1.2724420161897 |
Regeneration | 6.6803205849959 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 18.059411708156 |
Infravision | 9 |
See Stealth | 85.016002079487 |
See Invisible | 75.016002079487 |
Offense: Mainhand
Damage | 140 |
Accuracy | 78 |
Crit Chance | 101% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 124 |
Accuracy | 74 |
Crit Chance | 78% |
APR | 68 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 82% |
Speed | 1 |
Offense: Damage Bonus
Blight | +46% |
Arcane | +37% |
Mind | +135% |
All | +10% |
Lightning | +55% |
Light | +30% |
Physical | +103% |
Cold | +43% |
Fire | +25% |
Nature | +35% |
Offense: Damage Penetration
Physical | +37% |
Lightning | +25% |
Nature | +25% |
Cold | +10% |
Blight | +25% |
Arcane | +5% |
Mind | +80% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (38.594633868923%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 52 |
Mental Save | 63 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 50%( 70%) |
Lightning | + 70%( 70%) |
Light | + 55%( 70%) |
Temporal | + 56%( 70%) |
Physical | + 63%( 70%) |
Darkness | + 50%( 70%) |
Fire | + 70%( 70%) |
Mind | + 69%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Confusion Resistance | 40% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Cunning 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 19.0 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Steamtech / Psytech gunnery | 1.64 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Antimagic Shield |
talent | Gestalt |
talent | Embedded Restoration Systems |
talent | Mechanical Arms |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Salonn the fiery orc wyrmic's temporal clone. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by Aeruleldata the mountain troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Yvovena the giant yellow ant. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by freezing trap. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1449. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Stormroar the pair of voratun boots (0 def, 6 armour) =Mind/Phys Damage,Mind Pen= Stormroar the pair of voratun boots (0 def, 6 armour) =Mind/Phys Damage,Mind Pen=3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +9 Con dps ---------- Dmg.mod +24% lightning +10% physical +18% arcane +31% mind Res.pen +25% lightning +10% mind ----- def ----- Armour +6 Fatigue +4% Phys.save +16 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Prismblast (22/22, 81-97 power, 13 apr) Prismblast (22/22, 81-97 power, 13 apr) 3.0 T4 shot ammo [Random Unique] Master Power 81.0 - 97.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +28.5% Capacity 22 Proj.spd +200% On Hit.r1 +20 light +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Balurab the Eclipsewyrd =Mind Damage= Balurab the Eclipsewyrd =Mind Damage=1.0 T5 lite [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +2% Dmg.mod +27% mind +20% light On Hit (Melee): * 21 arcane resource burn * 21% chance to reduce damage dealt by 40% ----- def ----- Resists +18% blight +6% temporal +9% light ---------- misc Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (16 def, 0 armour) =Crit,Phys Dam/Pen,Blind= Eastern Wood Hat (16 def, 0 armour) =Crit,Phys Dam/Pen,Blind=2.0 T5 head armor [Unique] Master While equipped: Stats +13 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +16 (+3 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Spellhunt Remnants (7 def, 9 armour) =Disenchant= Spellhunt Remnants (7 def, 9 armour) =Disenchant=1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +11 Cun +11 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +9 Defense +7 (+1 eff.) Spell.save +16 (+5 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 276.74 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Nezilavor the voratun pickaxe (dig speed 21 turns) Nezilavor the voratun pickaxe (dig speed 21 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +9 Str dps ---------- Dmg.mod +9% blight +15% fire +3% arcane +11% mind Res.pen +22% physical Apr +13 ----- def ----- Armour +11 Resists +5% arcane +1% physical Crit.chn- 5.00% Phys.save +4 (+2 eff.) Mind.save +13 (+3 eff.) Max.HP +20.00 Heal.mod +10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Zubussra =Stun,All Damage= Zubussra =Stun,All Damage=0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +4 Con dps ---------- Phys.pwr +15 (+1 eff.) Spell.pwr +17 (+2 eff.) Mind.pwr +14 (+2 eff.) Dmg.mod +8% all ----- def ----- Defense +15 (+3 eff.) Resists +15% cold +6% temporal HP.reg +5.00 Stun/Frz- +43% Rings make your fingers look great! |
On fingers | stralite ring 'Glintspar' =Mind,Misery= stralite ring 'Glintspar' =Mind,Misery=0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 21 physical Ranged+ 29 physical Dmg.mod +18% mind +15% blight Res.pen +25% blight +25% mind On Hit (Melee): * 12% chance to reduce all saves and defense by 50 On Hit (Ranged): * 15% chance to reduce all saves and defense by 50 ----- def ----- Resists +9% mind ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Light +3 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | Karavon =Psyshot Gunnery,Phys Dam= Karavon =Psyshot Gunnery,Phys Dam=0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +4.0% Dmg.mod +24% physical ----- def ----- Resists +31% acid Die.at -80.00 life ---------- misc Masteries +0.34 Steamtech/Psytech gunnery Amulets make your neck look great! |
In main hand | Berista the voratun steamgun =Mind Dam/Pen= Berista the voratun steamgun =Mind Dam/Pen=4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +16 mind On Hit.r1 +90 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Dmg.mod +18% mind Res.pen +25% mind ----- def ----- Resists +9% mind ---------- misc Equi/ret +0.08 Max.psi +50.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Dairydedin the Hailpall =Crit= Dairydedin the Hailpall =Crit=1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +12 Dex +4 Wil +12 Cun dps ---------- Phys.crit +11.0% Mind.crit +12% Mind.pwr +15 (+2 eff.) Dmg.mod +12% cold Melee Ret 2 cold ----- def ----- Defense +21 (+4 eff.) Phys.save +19 (+7 eff.) Spell.save +17 (+6 eff.) Mind.save +20 (+5 eff.) Stealth +12 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
In off hand | Nexus of the Way (22-24 power, 40 apr, mind damage) =Mind,Confusion= Nexus of the Way (22-24 power, 40 apr, mind damage) =Mind,Confusion=3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 54 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | cashmere cloak 'Skymonster' (3 def, 0 armour) =Crit Shrug= cashmere cloak 'Skymonster' (3 def, 0 armour) =Crit Shrug=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +6 Mag +3 Cun +3 Con ----- def ----- Defense +3 (+0 eff.) Resists +45% lightning Crit.chn- 15.00% Stun/Frz- +50% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Snowwreath (0 def, 10 armour) =Phys Damage= Snowwreath (0 def, 10 armour) =Phys Damage=2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +17 Mag +15 Wil dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +21% lightning +49% physical +12% blight +21% cold +6% arcane Res.pen +5% arcane +10% cold ----- def ----- Armour +10 Resists +12% lightning +26% cold +24% physical +15% all Crit.chn- 35.00% ---------- misc Mana/turn +0.23 Psi/turn +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 160% / cooldown 59%) medical injector implant (efficiency 160% / cooldown 59%)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 160% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 213% / cooldown 58%) medical injector implant of the psychic (efficiency 213% / cooldown 58%)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 213% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)0.1 T1 implant scroll [Normal] 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 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 16) steam generator implant of the duelist (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.3 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 255.24 physical damage and 339.48 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; 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 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 786%; cd 8) movement infusion of the duelist (speed 786%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 41%; mental, physical; dur 3; cd 14) wild infusion of the psychic (res 41%; mental, physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 37%; magical, mental; dur 3; cd 10) wild infusion of the wizard (res 37%; magical, mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life =Life= Blood of Life =Life=0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 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: Antimagic Shell 2 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: Armour Reinforcement schematic: Armour Reinforcement0.1 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: Fatal Attractor schematic: Fatal Attractor0.1 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: Flash Powder schematic: Flash 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. |
schematic: Focus Lens schematic: Focus Lens0.1 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: Fungal Web 2 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: Healing Salve schematic: Healing 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: Iron Grip 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 Powder 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. |
schematic: Kinetic Stabiliser 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. |
2 schematic: Magnetic Shell 2 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: Poison Groove 2 schematic: Poison 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: Power Distributor schematic: Power Distributor0.1 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: Silver Filigree schematic: Silver Filigree0.1 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: Spike Attachment schematic: Spike Attachment0.1 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: Spring Grapple 2 schematic: Spring Grapple0.1 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: Thunderclap Coating schematic: Thunderclap 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: Toxic Cannister Launcher 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. |
3 schematic: Viral Injector 3 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Betheseba the Glitterspar Betheseba the Glitterspar0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +10 Dmg.mod +9% blight +18% light Res.pen +20% light ----- def ----- Resists +26% mind Confus- +43% ---------- misc Mana/turn +0.20 Max.mana +104.40 Max.vim +30.00 Amulets make your neck look great! |
Bleakglean Bleakglean0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +32% darkness +6% temporal Res.pen +15% nature On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% darkness +16% temporal Amulets make your neck look great! |
Durirath =Mind,Stun= Durirath =Mind,Stun=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Resists +18% lightning Stun/Frz- +30% ---------- misc See.Invis +12 Amulets make your neck look great! |
Ebonysear Ebonysear0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +15% darkness Res.pen +15% nature +26% mind ----- def ----- Resists +21% darkness +16% mind +12% nature ---------- misc Masteries +0.32 Wild-gift/Antimagic Amulets make your neck look great! |
Fulogakor the voratun amulet =Chemistry= Fulogakor the voratun amulet =Chemistry=0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +8 Str dps ---------- Crit.mult +5.00% S.pwr/crit +8 Melee Ret 4 arcane ---------- misc Mana/s.crit +2.07 Max.mana +20.00 Masteries +0.40 Steamtech/Chemistry +0.40 Steamtech/Thoughts of iron Amulets make your neck look great! |
The Far-Hand =Teleportation= The Far-Hand =Teleportation=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (142). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Wildguile =Physics,Chemistry= Wildguile =Physics,Chemistry=0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Dmg.mod +3% arcane +15% nature Melee Ret 4 blight ----- def ----- Resists +15% physical Spell.save +3 (+1 eff.) ---------- misc Stam/turn +1.10 Masteries +0.40 Psionic/Psionic fog +0.31 Steamtech/Chemistry +0.31 Steamtech/Physics Amulets make your neck look great! |
steel amulet 'Elavea' =Phys Pen= steel amulet 'Elavea' =Phys Pen=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Cun +8 Con dps ---------- Crit.mult +20.00% Mov.spd +10% Res.pen +15% physical Melee Ret 4 physical ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +2.60 Max.stam +10.00 Amulets make your neck look great! |
voratun amulet 'Eminne' voratun amulet 'Eminne'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Dex +14 Wil +2 Cun dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +28% mind Phys.save +25 (+8 eff.) Spell.save +18 (+6 eff.) Mind.save +23 (+6 eff.) Confus- +45% ---------- misc Max.psi +40.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Deepsstreak =Mind Pen, Stats= Deepsstreak =Mind Pen, Stats=0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +8 Dex +7 Wil +17 Cun +9 Con dps ---------- Mind.crit +1% Crit.mult +5.00% Phys.pwr +13 (+1 eff.) Mind.pwr +13 (+2 eff.) Res.pen +10% darkness +26% mind Acc +15 (+3 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +2.00 Rings make your fingers look great! |
Eiliniyalaith =Confusion,Stun,Poison= Eiliniyalaith =Confusion,Stun,Poison=0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Str ----- def ----- Armour +16 Resists +15% fire +6% arcane +15% light Mind.save +14 (+3 eff.) Max.HP +116.19 Heal.mod +23% Poison- +23% Silence- +23% Confus- +50% Stun/Frz- +23% Rings make your fingers look great! |
Gloomwend =Confusion,Mind Damage= Gloomwend =Confusion,Mind Damage=0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +14% mind Res.pen +5% darkness +25% lightning Melee Ret 6 darkness ----- def ----- Armour +8 Resists +3% lightning +14% mind +3% darkness Mind.save +11 (+3 eff.) Confus- +39% Rings make your fingers look great! |
Glory of the Pride =Confusion= Glory of the Pride =Confusion=0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glowzephyr the gold ring =Confusion= Glowzephyr the gold ring =Confusion=0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +11 Cun +6 Wil dps ---------- Crit.mult +10.00% Phys.pwr +5 (+0 eff.) Mind.pwr +8 (+1 eff.) Res.pen +15% light ----- def ----- Defense +10 (+2 eff.) Mind.save +8 (+2 eff.) Confus- +32% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Polulle =Phys Damage= Polulle =Phys Damage=0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% physical ----- def ----- Defense +35 (+7 eff.) Resists +17% temporal +25% physical Mind.save +21 (+5 eff.) Poison- +23% Def/telep +17 Res/telep +17% Dur/telep +17% Rings make your fingers look great! |
Relgethad the gold ring =Phys Dam,APR= Relgethad the gold ring =Phys Dam,APR=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +25 (+2 eff.) Dmg.mod +6% physical Acc +10 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) ---------- misc Max.stam +30.00 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! |
Ring of the War Master =Techniques,Crit= Ring of the War Master =Techniques,Crit=0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Kygakath' =Mind= stralite ring 'Kygakath' =Mind=0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Con dps ---------- Crit.mult +15.00% Dmg.mod +15% mind Res.pen +20% mind ----- def ----- Defense +34 (+7 eff.) Resists +33% acid +21% cold +15% mind Rings make your fingers look great! |
Aranor the Spidermarrow (17-19 power, 40 apr, nature damage) =Crit Shrug,Mind Damage= Aranor the Spidermarrow (17-19 power, 40 apr, nature damage) =Crit Shrug,Mind Damage=3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 nature On Crit.r2 +23 acid While equipped: Stats +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Melee+ 10 mind 10 darkness Dmg.mod +9% mind +9% darkness Melee Ret 12 acid ----- def ----- Resists +18% acid +9% nature +18% darkness Crit.chn- 17.30% ---------- misc Infravis +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. |
Vorithra the Glacierstriker (15-16 power, 40 apr, mind damage) =Phys Pen/Damage= Vorithra the Glacierstriker (15-16 power, 40 apr, mind damage) =Phys Pen/Damage=3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) All.spd +6% Melee+ 12 mind 14 fire 10 darkness 13 physical Dmg.mod +15% physical +7% darkness +6% blight +13% fire +7% mind Res.pen +19% physical +20% fire Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +9% physical +10% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomwaker Bloomwaker4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 mind +4 nature On Hit: 10% Shoot 1 On Hit: * 23% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: Stats +10 Cun dps ---------- Crit.mult +10.00% Steampwr +28 (+5 eff.) Dmg.mod +9% mind +22% physical ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.08 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Shockglean =Crit Shrug,Stun= Shockglean =Crit Shrug,Stun=4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+1 eff.) Res.pen +20% lightning ----- def ----- Resists +9% blight +3% fire +15% mind Crit.chn- 15.00% Silence- +20% Stun/Frz- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Zotar' =Crit,PenAll,Phys Damage= voratun steamgun 'Zotar' =Crit,PenAll,Phys Damage=4.0 T5 steamgun 1H weapon [Random Unique] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +807% Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Phys.pwr +10 (+1 eff.) Steampwr +13 (+2 eff.) Dmg.mod +18% physical Res.pen +12% all Acc +27 (+6 eff.) Apr +13 ----- def ----- Defense +25 (+5 eff.) ---------- misc Stam/turn +3.00 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Polirith the Scorchwilder =Mind Pen= Polirith the Scorchwilder =Mind Pen=1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +9% fire Res.pen +15% mind ----- def ----- Armour +18 Defense +25 (+5 eff.) Resists +15% cold +9% fire Spell.save +15 (+5 eff.) Mind.save +21 (+5 eff.) Heal.mod +20% ---------- misc Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Manekalthonik' =Crit Shrug,Stun= drakeskin leather belt 'Manekalthonik' =Crit Shrug,Stun=1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane Crit.chn- 15.52% Spell.save +19 (+6 eff.) Die.at -82.75 life HP.reg +2.20 Heal.mod +46% Stun/Frz- +21% Def/telep +16 Res/telep +16% Dur/telep +16% A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) =Sleep= Cloth of Dreams (10 def, 0 armour) =Sleep=2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 97 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Eleth the Hazedeath (33 def, 8 armour) =Phys Pen= Eleth the Hazedeath (33 def, 8 armour) =Phys Pen=2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Dex +14 Wil +3 Cun +4 Con dps ---------- Mind.crit +6% Res.pen +30% physical ----- def ----- Armour +8 Defense +33 (+6 eff.) Resists +6% physical +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Faledentir (1 def, 0 armour) =Phys Damage= Faledentir (1 def, 0 armour) =Phys Damage=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +2 Cun +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +18% physical ----- def ----- Defense +1 (+0 eff.) 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. |
Jetpack (10 def, 0 armour) =Movement= Jetpack (10 def, 0 armour) =Movement=2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
elven-silk cloak 'Velirekira' (3 def, 12 armour) =Confusion,Techniques= elven-silk cloak 'Velirekira' (3 def, 12 armour) =Confusion,Techniques=2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +6 Dex +5 Con dps ---------- Dmg.mod +9% temporal Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +21% lightning Spell.save +19 (+6 eff.) Mind.save +18 (+4 eff.) Confus- +20% ---------- misc Stam/turn +1.30 Max.hate +4.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour) =Mind Damage,Confusion= Yeek-fur Robe (10 def, 5 armour) =Mind Damage,Confusion=2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+2 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Bethura (0 def, 5 armour) =Phys Damage/Pen= Bethura (0 def, 5 armour) =Phys Damage/Pen=3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +8 Con dps ---------- Dmg.mod +15% acid +34% physical Res.pen +29% physical Apr +10 Melee Ret 12 acid ----- def ----- Armour +5 Fatigue +4% ---------- misc Equi/ret +0.16 Max.stam +34.86 Max.psi +58.09 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) =Stun,APR= Boots of the Hunter (2 def, 12 armour) =Stun,APR=3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Wanderer's Rest (4 def, 0 armour) =Leap,Speed= Wanderer's Rest (4 def, 0 armour) =Leap,Speed=0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Betyrassra' (0 def, 3 armour) =Crit Shrug= pair of hardened leather boots 'Betyrassra' (0 def, 3 armour) =Crit Shrug=2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Res.pen +20% mind ----- def ----- Armour +3 Resists +10% fire +11% cold Crit.chn- 15.00% ---------- misc Light +3 Infravis +3 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) =Stun= Gloves of the Firm Hand (0 def, 8 armour) =Stun=1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Steam Powered Gauntlets (0 def, 12 armour) =Crit, All Damage= Steam Powered Gauntlets (0 def, 12 armour) =Crit, All Damage=1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Yvalemilaith the Goreripper (20 def, 3 armour) =Crit Shrug,Conf,Stun= Yvalemilaith the Goreripper (20 def, 3 armour) =Crit Shrug,Conf,Stun=1.0 T4 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +19 (+4 eff.) ----- def ----- Armour +3 Defense +20 (+4 eff.) Resists +6% acid +6% fire +6% nature +21% darkness Crit.chn- 15.80% Silence- +21% Confus- +21% Stun/Frz- +21% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerelrata the drakeskin leather cap (6 def, 13 armour) =Conf,ResAll,Phys Damage= Aerelrata the drakeskin leather cap (6 def, 13 armour) =Conf,ResAll,Phys Damage=2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +9 Dex +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +18% physical On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +13 Defense +6 (+1 eff.) Fatigue +5% Resists +20% mind +7% all Phys.save +13 (+5 eff.) Mind.save +30 (+7 eff.) Die.at -84.29 life Confus- +50% A cap made of leather. |
Bleakwire (6 def, 10 armour) =Mind Damage,ResAll= Bleakwire (6 def, 10 armour) =Mind Damage,ResAll=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% mind On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +9% acid +5% all Phys.save +11 (+4 eff.) A hat made of leather. Very stylish. |
Flashpython (3 def, 4 armour) =Damage= Flashpython (3 def, 4 armour) =Damage=2.0 T5 head armor [Random Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +17 (+2 eff.) Dmg.mod +3% lightning +39% physical +37% darkness +18% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +23% physical +29% darkness +9% cold +5% arcane +18% mind ---------- misc Max.hate +28.00 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) =Activated,Conf,Mind Pen= Omniscience (7 def, 0 armour) =Activated,Conf,Mind Pen=1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
voratun helm 'Gorina' (0 def, 17 armour) =Crit Shrug, Crit= voratun helm 'Gorina' (0 def, 17 armour) =Crit Shrug, Crit=3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +17 Lck +8 Dex dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% ----- def ----- Armour +17 Fatigue +5% Resists +21% nature Crit.chn- 15.80% Phys.save +15 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tathel (4 def, 8 armour) =Mind Damage/Pen= Tathel (4 def, 8 armour) =Mind Damage/Pen=14.0 T4 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind +21% acid Res.pen +29% mind Melee Ret 10 mind On Hit (Melee): * 23% chance to reduce armor by 32% * 23% chance to reduce all saves and defense by 50 ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +35% acid HP.reg +6.80 ---------- misc Stam/turn +1.80 A suit of armour made of mail. |
dwarven-steel mail armour 'Furnacedeath' (3 def, 12 armour) =Water= dwarven-steel mail armour 'Furnacedeath' (3 def, 12 armour) =Water=14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +8 Dex dps ---------- Dmg.mod +15% mind Res.pen +25% mind ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +12% Resists +11% acid +11% cold +12% fire Crit.chn- 15.00% ---------- misc See.Invis +9 Breathe water A suit of armour made of mail. |
5 agate 5 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. |
1379 alchemist agate 1379 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. |
11 onyx 11 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. |
5 aquamarine 5 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. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 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. |
10 sapphire 10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Festergrinder the voratun pickaxe (dig speed 17 turns) Festergrinder the voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +10 (+1 eff.) Mov.spd +10% Res.pen +15% nature On Hit (Melee): * 21% chance to slow global speed by 80% ----- def ----- Resists +9% blight +31% fire +21% light +9% lightning Crit.chn- 15.66% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =Dig Speed= Tooth of the Mouth (dig speed 12 turns) =Dig Speed=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
13 emerald 13 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise 15 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =Damage= Heart of Poosh =Damage=5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Delaroddasus the Kindlefear =Stun= Delaroddasus the Kindlefear =Stun=1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +10% mind +15% fire ----- def ----- Armour +12 Resists +6% darkness Spell.save +9 (+3 eff.) Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Emelawe the brass lantern =Crit Shrug= Emelawe the brass lantern =Crit Shrug=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Armour +6 Resists +21% acid +2% physical +6% light +12% temporal +21% lightning Crit.chn- 15.30% ---------- 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. |
Kheluntir the Deepsknave =Mind= Kheluntir the Deepsknave =Mind=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +13% mind Res.pen +15% mind Melee Ret 4 mind ----- def ----- Resists +3% fire +6% mind +3% darkness ---------- 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. |
Summertide Phial =Light= Summertide Phial =Light=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(147 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
watchleader's alchemist's lamp of the zealot =Conf,Track= watchleader's alchemist's lamp of the zealot =Conf,Track=1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) Blind- +27% Confus- +17% ---------- misc Light +9 See.Stealth +8 See.Invis +11 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
53 alchemist bloodstone 53 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 garnet 15 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. |
9 ruby 9 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =Pin= Rod of Spydric Poison (1/1) =Pin=2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 739.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 25] amazing fiery salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 101% efficiency and 105% cooldown modifier. Remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 101% efficiency and 105% cooldown modifier. Remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 366] amazing healing salve [power 366]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 101% efficiency and 105% cooldown modifier. Heal 366 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 321] amazing pain suppressor salve [power 321]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 101% efficiency and 105% cooldown modifier. Let you fight up to -321 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 25] amazing water salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 101% efficiency and 105% cooldown modifier. Remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amazing air recycler amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin amazing second skin0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect antimagic shell perfect antimagic shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect corrosive shell perfect corrosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect flash powder perfect flash powder0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
perfect hook shell perfect hook shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove perfect incendiary groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove perfect incendiary groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coil perfect lightning coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coil perfect lightning coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect solid shell perfect solid shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenade perfect thunder grenade0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injector0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injector0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcement voratun armour reinforcement0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun back support voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap voratun grounding strap0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun power distributor voratun power distributor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touch0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun toxic cannister launcher voratun toxic cannister launcher0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegun voratun viral needlegun0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
well-made botanical shell well-made botanical shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Botanical Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made flare shell well-made flare shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made magnetic shell well-made magnetic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made voltaic shell well-made voltaic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
Eareziladig the Noonbone [power 270] (15 cooldown) =Confusion= Eareziladig the Noonbone [power 270] (15 cooldown) =Confusion=2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Resists +9% light +3% physical Spell.save +12 (+4 eff.) Poison- +10% Confus- +20% Teleport- +20% ---------- misc Light +3 Blast the opponent's mind dealing 633 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glimmervalor the steel torque of mindblast [power 170] (15 cooldown) =Crit Shrug= Glimmervalor the steel torque of mindblast [power 170] (15 cooldown) =Crit Shrug=2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light +15% blight ----- def ----- Crit.chn- 15.00% Die.at -40.00 life Poison- +20% Disease- +20% ---------- misc Light +3 Blast the opponent's mind dealing 399 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Fogradiance' [power 360] (15 cooldown) =Mind= stralite torque of mindblast 'Fogradiance' [power 360] (15 cooldown) =Mind=2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% mind Res.pen +25% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ----- def ----- Resists +6% mind +15% cold Blast the opponent's mind dealing 845 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Quenchquarry the dragonbone totem of summon tentacle [power 420] (25 cooldown) =Stun= Quenchquarry the dragonbone totem of summon tentacle [power 420] (25 cooldown) =Stun=2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% cold Melee Ret 11 acid ----- def ----- Resists +21% lightning +6% cold +15% light Phys.save +9 (+3 eff.) Mind.save +19 (+5 eff.) Max.HP +60.00 Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1240 Base Damage: 520 Armor: 46 All Resist: 50 Puts all charms on 25 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Coalglory' [power 362] (15 cooldown) =Heal Reduction= elven-wood totem of stinging 'Coalglory' [power 362] (15 cooldown) =Heal Reduction=2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% mind +12% darkness Res.pen +15% darkness +15% mind Melee Ret 8 darkness ----- def ----- Resists +9% mind Sting an enemy dealing 489 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond 10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl 17 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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. |
14 amber 14 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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 citrine 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. |
8 zircon 8 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
By Krog Shot the Krog Psyshot level 39
25th Pyre 123rd year of Ascendancy at 08:37 see stats
By Krog Shot the Krog Psyshot level 50
33rd Dusk 123rd year of Ascendancy at 21:23 see stats
By Krog Shot the Krog Psyshot level 39
23rd Pyre 123rd year of Ascendancy at 14:53 see stats
By Krog Shot the Krog Psyshot level 17
50th Dusk 122nd year of Ascendancy at 00:34 see stats
By Krog Shot the Krog Psyshot level 44
43rd Pyre 123rd year of Ascendancy at 23:15 see stats
By Krog Shot the Krog Psyshot level 45
51st Pyre 123rd year of Ascendancy at 11:38 see stats
By Krog Shot the Krog Psyshot level 50
22nd Haze 123rd year of Ascendancy at 04:57 see stats
By Krog Shot the Krog Psyshot level 50
1st Time of Equilibrium 123rd year of Ascendancy at 07:52 see stats
By Krog Shot the Krog Psyshot level 42
38th Pyre 123rd year of Ascendancy at 04:37 see stats
By Krog Shot the Krog Psyshot level 27
3rd Allure 123rd year of Ascendancy at 05:55 see stats
By Krog Shot the Krog Psyshot level 50
20th Dusk 123rd year of Ascendancy at 19:30 see stats
By Krog Shot the Krog Psyshot level 50
35th Regrowth 124th year of Ascendancy at 09:01 see stats
By Krog Shot the Krog Psyshot level 9
2nd Dusk 122nd year of Ascendancy at 04:01 see stats
By Krog Shot the Krog Psyshot level 50
77th Haze 123rd year of Ascendancy at 11:04 see stats
By Krog Shot the Krog Psyshot level 50
37th Haze 123rd year of Ascendancy at 16:04 see stats
By Krog Shot the Krog Psyshot level 41
33rd Pyre 123rd year of Ascendancy at 01:45 see stats
By Krog Shot the Krog Psyshot level 50
15th Dusk 123rd year of Ascendancy at 20:44 see stats
By Krog Shot the Krog Psyshot level 50
7th Haze 123rd year of Ascendancy at 08:50 see stats
By Krog Shot the Krog Psyshot level 33
24th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Krog Shot the Krog Psyshot level 43
41st Pyre 123rd year of Ascendancy at 14:37 see stats
By Krog Shot the Krog Psyshot level 21
57th Haze 122nd year of Ascendancy at 10:15 see stats
By Krog Shot the Krog Psyshot level 28
10th Allure 123rd year of Ascendancy at 07:36 see stats
By Krog Shot the Krog Psyshot level 24
80th Haze 122nd year of Ascendancy at 12:12 see stats
By Krog Shot the Krog Psyshot level 50
56th Regrowth 124th year of Ascendancy at 11:23 see stats
By Krog Shot the Krog Psyshot level 50
37th Haze 123rd year of Ascendancy at 06:26 see stats
By Krog Shot the Krog Psyshot level 24
1st Decay 122nd year of Ascendancy at 02:00 see stats
By Krog Shot the Krog Psyshot level 46
52nd Pyre 123rd year of Ascendancy at 00:40 see stats
By Krog Shot the Krog Psyshot level 10
8th Dusk 122nd year of Ascendancy at 22:28 see stats
By Krog Shot the Krog Psyshot level 20
38th Haze 122nd year of Ascendancy at 23:11 see stats
By Krog Shot the Krog Psyshot level 30
4th Regrowth 123rd year of Ascendancy at 17:06 see stats
By Krog Shot the Krog Psyshot level 40
29th Pyre 123rd year of Ascendancy at 14:03 see stats
By Krog Shot the Krog Psyshot level 50
10th Flare 123rd year of Ascendancy at 15:49 see stats
By Krog Shot the Krog Psyshot level 50
33rd Dusk 123rd year of Ascendancy at 21:23 see stats
By Krog Shot the Krog Psyshot level 50
53rd Regrowth 124th year of Ascendancy at 19:55 see stats
By Krog Shot the Krog Psyshot level 20
45th Haze 122nd year of Ascendancy at 02:34 see stats
By Krog Shot the Krog Psyshot level 50
56th Haze 123rd year of Ascendancy at 20:17 see stats
By Krog Shot the Krog Psyshot level 50
1st Haze 123rd year of Ascendancy at 01:58 see stats
By Krog Shot the Krog Psyshot level 31
17th Regrowth 123rd year of Ascendancy at 14:17 see stats
By Krog Shot the Krog Psyshot level 23
79th Haze 122nd year of Ascendancy at 01:55 see stats
By Krog Shot the Krog Psyshot level 41
34th Pyre 123rd year of Ascendancy at 03:56 see stats
By Krog Shot the Krog Psyshot level 50
33rd Dusk 123rd year of Ascendancy at 21:23 see stats
By Krog Shot the Krog Psyshot level 8
5th Mirth 122nd year of Ascendancy at 17:06 see stats
By Krog Shot the Krog Psyshot level 50
33rd Dusk 123rd year of Ascendancy at 21:23 see stats
By Krog Shot the Krog Psyshot level 20
47th Haze 122nd year of Ascendancy at 23:18 see stats
By Krog Shot the Krog Psyshot level 50
18th Dusk 123rd year of Ascendancy at 23:23 see stats
By Krog Shot the Krog Psyshot level 50
56th Haze 123rd year of Ascendancy at 10:38 see stats
By Krog Shot the Krog Psyshot level 47
74th Pyre 123rd year of Ascendancy at 02:45 see stats
By Krog Shot the Krog Psyshot level 20
47th Haze 122nd year of Ascendancy at 09:26 see stats
By Krog Shot the Krog Psyshot level 24
80th Haze 122nd year of Ascendancy at 21:45 see stats
By Krog Shot the Krog Psyshot level 17
45th Dusk 122nd year of Ascendancy at 02:59 see stats
By Krog Shot the Krog Psyshot level 38
22nd Pyre 123rd year of Ascendancy at 03:42 see stats
By Krog Shot the Krog Psyshot level 47
79th Pyre 123rd year of Ascendancy at 12:13 see stats
Log
You gain 5.76 gold from the transmogrification of elven-wood longbow of piercing.
You gain 7.75 gold from the transmogrification of truestriking voratun greatsword of torment (65-104 power, 4 apr).
You gain 2.00 gold from the transmogrification of stralite greatsword of amnesia (48-78 power, 3 apr).
You gain 10.59 gold from the transmogrification of blazebringer's stralite greatsword of dampening (48-76 power, 3 apr).
You gain 25.00 gold from the transmogrification of voratun greatmaul 'Belulevena' (64-95 power, 4 apr).
You gain 5.58 gold from the transmogrification of stralite greatmaul of shearing (52-79 power, 3 apr).
You gain 3.65 gold from the transmogrification of quick steel greatmaul of erosion (28-42 power, 2 apr).
You gain 6.43 gold from the transmogrification of caustic steel greatmaul (32-47 power, 2 apr).
You gain 10.95 gold from the transmogrification of caustic dwarven-steel greatmaul of crippling (45-68 power, 2 apr).
You gain 7.36 gold from the transmogrification of acidic stralite greatmaul of rage (54-82 power, 3 apr).
You gain 6.01 gold from the transmogrification of voratun dagger of evisceration (40-52 power, 9 apr).
You gain 3.48 gold from the transmogrification of truestriking steel dagger (12-16 power, 6 apr).
You gain 7.47 gold from the transmogrification of truestriking dwarven-steel dagger of rage (17-22 power, 7 apr).
You gain 5.32 gold from the transmogrification of quick voratun dagger of erosion (38-50 power, 9 apr).
You gain 4.35 gold from the transmogrification of quick iron dagger of shearing (11-14 power, 5 apr).
You gain 3.25 gold from the transmogrification of inquisitor's stralite dagger (26-34 power, 9 apr).
You gain 6.75 gold from the transmogrification of enhanced iron dagger (9-12 power, 5 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel dagger 'Arcfurnace' (28-36 power, 7 apr).
You gain 3.55 gold from the transmogrification of truestriking iron battleaxe (11-16 power, 1 apr).
You gain 3.95 gold from the transmogrification of inquisitor's voratun battleaxe of massacre (73-110 power, 4 apr).
You gain 3.63 gold from the transmogrification of hateful stralite battleaxe of massacre (62-92 power, 3 apr).
You gain 6.25 gold from the transmogrification of elemental stralite battleaxe of massacre (62-93 power, 3 apr).
You gain 15.00 gold from the transmogrification of Inertial Twine.
You gain 4.01 gold from the transmogrification of warrior's steel amulet of strength (+6).
You gain 1.78 gold from the transmogrification of biting gale rune (damage 223; dur 4; cd 20).
You gain 3.62 gold from the transmogrification of medical injector implant (efficiency 125% / cooldown 91%).
Saving game...
Saving done.
A psionic shield forms around Krog Shot.
Krog Shot deactivates her cloak's restoration systems.