














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 33 / 67% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 119 (base 50) |
| Dexterity | 39 (base 30) |
| Constitution | 33 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 63 (base 60) |
Resources
| Life | 999/999 |
| Steam | 80/80 |
| Healing Factor | 1.2293537049386 |
| Regeneration | 9.339984334879 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 60 |
| Crit Chance | 42% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 60 |
| Crit Chance | 42% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +15% |
| Fire | +9% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (71.113791476028%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 37 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 24%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 58%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 58% |
| Poison Resistance | 20% |
| Disarm Resistance | 60% |
| Bleed Resistance | 10% |
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 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 124% efficiency and cooldown mod of 58%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| 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 124% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.58 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Grinding Shield |
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Overheat Saws |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Silolrassra the white wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 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 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +35% Stun/Frz- +25% ---------- misc Stam/turn +0.30 Max.stam +22.00 Talents +3 Rocket Boots A pair of boots made of leather. |
| Light source | brass lantern 'Shinepiercer'2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Acc +30 (+8 eff.) ---------- misc Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Runuleg the linen wizard hat (1 def, 0 armour) =Crit15=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Mag +3 Wil dps ---------- Spell.crit +1% Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Phys.save +6 (+2 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Spring Grapple Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. |
| Tool | Betugamina the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Apr +5 ----- def ----- Defense +10 (+2 eff.) Resists +3% light +15% lightning HP.reg +2.00 Poison- +20% Cut- +10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 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 +73 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 | Artheroddavon =Stun21=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +12% acid +2% physical +3% mind +3% nature HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | rogue's copper ring of clarity =Conf23=0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
| Around neck | Malovon =Crit15 / Light3 / Combat=0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Crit.chn- 15.00% ---------- misc Light +3 Masteries +0.28 Technique/Combat training Amulets make your neck look great! |
| In main hand | Zanogorn the Gloomcast (21-32 power, 12 apr) =OnHit / Crit10 / Disarm20=3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +52 Melee+ +5 blight +7 nature On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 7 Uses 1.0 Steam While equipped: Stats +1 Str +1 Dex dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Defense +12 (+3 eff.) Fatigue +8% Crit.chn- 10.00% Disease- +14% Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Arcquill the hardened leather belt =Life / Crit15=1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Resists +15% fire +8% light +8% darkness Crit.chn- 15.00% Phys.save +12 (+4 eff.) Die.at -60.00 life A belt that goes around your waist. |
| In off hand | Armalach the Greencast (20-30 power, 12 apr) =Will6 / Con6 / Cripple=3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +46 Melee+ +11 darkness +8 nature Against +6% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +6 Con +6 Wil dps ---------- Phys.crit +6.0% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +3% lightning +6% cold Max.HP +10.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Brandfame the linen cloak (1 def, 2 armour) =Mag2 / Life=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +9% fire Res.pen +20% fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% acid +3% temporal +30% lightning Die.at -60.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 21 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +21 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Crit.chn- 21.00% Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 114% / cooldown 54%)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 114% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 141% / cooldown 58%)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 141% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 99% / cooldown 52%)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 99% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 116% / cooldown 76%)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 116% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 285; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 285 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, temporal, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 temporal, 5 mind, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 131; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 73; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 53; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
3 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: Botanical 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: Corrosive 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. |
4 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
schematic: Frost 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. |
4 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. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor 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. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 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: Saw 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. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 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: Water 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. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Betayawen0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Melee+ 9 light 9 darkness Dmg.mod +8% light +8% darkness Phasing +30% Melee Ret 4 blight On Melee Ret: * 8% chance to blind * 5% chance to reduce damage dealt by 20% ----- def ----- Resists +3% light Crit.chn- 5.00% Phys.save +18 (+6 eff.) Spell.save +15 (+6 eff.) Mind.save +16 (+6 eff.) Disarm- +20% ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
Brenakor =Conf21=0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% arcane +6% temporal Res.pen +10% arcane ----- def ----- Resists +10% mind +10% temporal Confus- +21% Pinning- +24% Knockbk- +27% Amulets make your neck look great! |
Shiverquench the steel amulet =Blind24 / Resists=0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% cold Res.pen +15% cold ----- def ----- Resists +15% lightning +15% light +18% fire +6% cold +17% darkness Blind- +24% Amulets make your neck look great! |
Withering Orbs =BlindFight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Emogatha'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Wil +4 Cun dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +9% temporal ----- def ----- Mind.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
grounding copper amulet of mastery (0.10 Technique / Combat training) =Stun20 / Combat=0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.10 Technique/Combat training Amulets make your neck look great! |
restful copper amulet of magic (+3) =mAG3=0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel amulet 'Hazehunter'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue -6% Resists +12% cold +12% fire Max.HP +60.00 HP.reg +2.00 Poison- +20% Cut- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
vitalizing steel amulet =Con3 / Life=0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +37.00 HP.reg +3.00 Amulets make your neck look great! |
Amigogund the copper ring =Stun20 / Blind10=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness +1% physical Heal.mod +15% Blind- +10% Stun/Frz- +20% Rings make your fingers look great! |
Malakaltholeg =Damage=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +13% lightning +18% physical Res.pen +15% acid Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +26% lightning Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's gold ring =Dex5=0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) Rings make your fingers look great! |
pixie's steel ring =Mag3=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+7 eff.) Rings make your fingers look great! |
psionicist's gold ring of pilfering =Will4=0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Mind.save +8 (+3 eff.) 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! |
psionicist's steel ring of misery =Will4 / Misery=0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun +4 Wil dps ---------- Melee+ 9 physical Ranged+ 5 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
savage's steel ring of clarity =Con2 / Conf20=0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+4 eff.) Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
steel ring 'Isewe'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +2 Mag dps ---------- S.pwr/crit +10 Dmg.mod +9% mind Res.pen +25% mind ----- def ----- Defense +8 (+2 eff.) Spell.save +12 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Rings make your fingers look great! |
steel ring 'Muckshaper'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Mag +1 Wil dps ---------- Dmg.mod +9% mind Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Resists +12% nature ---------- misc Light +3 Infravis +1 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! |
steel ring of luminosity =Mag1=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 11 light Ranged+ 14 light Dmg.mod +10% light Rings make your fingers look great! |
titan's copper ring of corrosion (+22%) =Con2=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of lightning (+22%) =Lightning=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +8 Resists +22% lightning Rings make your fingers look great! |
Airbore the iron dagger (10-12 power, 5 apr) =Con2=1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% lightning +6% physical ----- def ----- Resists +5% arcane +3% fire +6% light +3% darkness Disarm- +12% Sharp, short and deadly. |
Coalraider the iron dagger (10-12 power, 5 apr) =Mag4=1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 darkness On Hit: * 20% chance to slow global speed by 51% While equipped: Stats +2 Str +4 Mag dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +5 Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spellblaze Shard (20-26 power, 10 apr) =Mag5=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
steel dagger 'Icetorrent' (12-15 power, 6 apr) =Dex6=1.0 T2 dagger 1H weapon [Rare] Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +6 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical Acc +7 (+2 eff.) ----- def ----- Defense +33 (+8 eff.) Disarm- +24% Sharp, short and deadly. |
Dourswift (22-30 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 physical On Hit: * 10% chance to reduce damage dealt by 20% While equipped: Stats +2 Dex +4 Wil ----- def ----- Armour +4 ---------- misc Mana/turn +0.32 Mana/s.crit +2.00 Max.mana +80.00 Sharp, long, and deadly. |
Hidrandil the Crackleminister (15-18 power, 3 apr, blight element) =Mag9=5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Mag dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +15% acid Res.pen +10% lightning ----- def ----- Crit.chn- 10.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eremuromiromiyon =Dex2=4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +7 Proj.spd +700% Uses 2.0 Steam While equipped: Stats +2 Dex +1 Wil dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +8 Resists +1% physical ---------- misc See.Invis +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dairuchak (14-19 power, 3 apr) =Life / Stun20 / Blind20=3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature While equipped: ----- def ----- Armour +10 Resists +6% lightning Max.HP +40.00 Heal.mod +20% Blind- +20% Silence- +20% Stun/Frz- +20% One-handed war axes. |
stralite waraxe 'Glyvea' (40-57 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Acc +9 (+3 eff.) ----- def ----- Resists +3% darkness Crit.chn- 10.00% Mind.save +6 (+2 eff.) HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
Lightbliss =ResPen=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +20% physical Melee Ret 2 light ----- def ----- Defense +5 (+1 eff.) Phys.save +6 (+2 eff.) Max.HP +34.00 ---------- misc Light +2 A belt that goes around your waist. |
hardened leather belt 'Gleamwedge' =Dex5=1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +5 Cun +3 Con +7 Lck dps ---------- Res.pen +15% light ----- def ----- Resists +18% lightning Stealth +7 ---------- misc T.Disarm +10 Light +3 Infravis +4 A belt that goes around your waist. |
hardened leather belt 'Lisynor' =Con4=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Acc +15 (+4 eff.) ----- def ----- Defense +20 (+5 eff.) Phys.save +14 (+5 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
rough leather belt 'Yaragrim' =Will6 / Crit15 / Light3=1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Wil +2 Cun +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Crit.chn- 15.00% HP.reg +1.00 Heal.mod +12% ---------- misc Light +3 See.Invis +15 A belt that goes around your waist. |
rough leather belt of magery =Mag4=1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% A belt that goes around your waist. |
Blackkiller (1 def, 0 armour) =Dex3/Mag2/Will2/Con5/L1=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +2 Wil +1 Cun +5 Con dps ---------- Dmg.mod +3% acid +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Forestraze the linen cloak (1 def, 0 armour) =Mag3 / Con2 / Crit15=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +1 Dex +3 Mag +2 Wil +2 Con dps ---------- Dmg.mod +3% blight +3% nature ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eluvena (0 def, 0 armour) =Dex2 / Mag4=2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +4 Mag +1 Cun dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +25% mind ----- def ----- Resists +11% all Mind.save +22 (+8 eff.) ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe 'Dourwrest' (0 def, 0 armour) =Damage=2.0 T3 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% nature +16% physical Res.pen +25% darkness ----- def ----- Resists +10% blight +16% physical +27% nature +11% all Spell.save +9 (+4 eff.) Max.HP +55.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) =Dex4 / Jump=3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (68 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (117 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Blastsweep (0 def, 1 armour) =Con4=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +4 Con ----- def ----- Armour +1 Resists +3% lightning +6% fire +6% cold ---------- misc Infravis +3 See.Invis +9 A pair of boots made of leather. |
pair of hardened leather boots 'Hathygorn' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +1 Dex +3 Mag +5 Wil +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +3 Resists +3% blight +10% fire +8% cold Phys.save +9 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Spell.cld 10% See.Invis +6 A pair of boots made of leather. |
pair of hardened leather boots 'Salotha' (0 def, 8 armour) =Dex5 / Will5=2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Wil +8 Lck dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +9% blight ----- def ----- Armour +8 Resists +10% acid +9% fire +9% lightning +9% cold Stealth +10 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of iron boots 'Velyseda' (0 def, 3 armour) =Crit10 / Life=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid Crit.chn- 10.00% Mind.save +15 (+5 eff.) Max.HP +100.00 HP.reg +3.00 Heal.mod +11% ---------- misc Equi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cuthuhir the rough leather gloves (0 def, 1 armour) =Life=1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% blight +6% cold +3% nature Die.at -60.00 life Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Saleyatha the iron gauntlets (0 def, 7 armour) =Damage / Light2=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Melee+ 6 physical Dmg.mod +9% physical ----- def ----- Armour +7 Fatigue +1% ---------- misc Stam/turn +3.00 Light +2 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+10 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Wyrmbreath (0 def, 4 armour) =Will5=1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 310.71 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's iron gauntlets of dexterity (+2) (0 def, 1 armour) =Dex6=1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +6 Dex +2 Cun dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +10.0% Atk.spd 83% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +24 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +34% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +14.0% Atk.spd 83% Melee+ +14 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Brightgasher' (0 def, 15 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +3 Wil +5 Cun +10 Con dps ---------- Apr +2 Melee Ret 4 physical ----- def ----- Armour +15 Hardiness +8% Fatigue +3% Resists +8% physical Phys.save +18 (+6 eff.) ---------- misc Stam/turn +1.00 Light +2 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Ulfidar' (0 def, 1 armour) =Mag4=1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +5 (+5 eff.) S.pwr/crit +2 Melee+ 7 arcane Dmg.mod +4% arcane Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +3% arcane ---------- misc Max.vim +10.00 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Grinygolehell' (0 def, 1 armour) =Con2=1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 6 fire Dmg.mod +4% fire Apr +1 ----- def ----- Armour +1 Resists +6% fire Die.at -20.00 life ---------- misc Stam/turn +2.00 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cystbait the rough leather hat (0 def, 1 armour) =Will5=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Res.pen +5% nature Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +10% light +11% darkness +6% mind Crit.chn- 5.00% A hat made of leather. Very stylish. |
Emaretira the Unlightbreeze (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +7 Dex +7 Wil dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness +5% temporal Melee Ret 2 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +16% blight Mind.save +18 (+6 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 344.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Hureromidor the Duathelspiker (0 def, 4 armour) =Con8=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +2 Cun +8 Con dps ---------- Dmg.mod +6% darkness +9% fire ----- def ----- Armour +4 Fatigue +4% Resists +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendournigh the rough leather hat (0 def, 1 armour) =Dex6 / Stun20 / Light2=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Res.pen +10% light ----- def ----- Armour +1 Fatigue +1% Resists +2% physical Cut- +20% Stun/Frz- +20% ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 344.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Xaneyamira (0 def, 3 armour) =Water / Life / Conf10=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +1% Resists +10% cold Max.HP +60.00 Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Breathe water A cap made of leather. |
dwarven-steel helm 'Xisessra' (5 def, 4 armour) =Dex10=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +10 Dex +5 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +4% ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 344.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) =Mana=2.0 T1 head armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Con dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.70 Max.mana +48.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Betota' (6 def, 7 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Wil +2 Cun ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +3% Resists +8% blight +14% temporal +8% lightning +4% all Crit.chn- 10.00% Phys.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Blind- +10% A cap made of leather. |
rough leather cap 'Nimbusbrawn' (0 def, 1 armour) =Mag6 / Con6=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +6 Mag +6 Con dps ---------- Res.pen +20% lightning ----- def ----- Armour +1 Fatigue +1% Resists +12% darkness +6% lightning ---------- misc Infravis +3 A cap made of leather. |
thaloren rough leather cap of knowledge (0 def, 1 armour) =Will6=2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+2 eff.) A cap made of leather. |
Lustrebane the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +9% lightning +9% physical +15% darkness +8% arcane +16% temporal Spell.save +17 (+7 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +20% ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
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. |
503 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belumina the iron pickaxe (dig speed 37 turns) =Crit15=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- S.pwr/crit +2 Dmg.mod +6% nature ----- def ----- Resists +11% nature Crit.chn- 15.00% Spell.save +6 (+3 eff.) Blind- +10% ---------- misc Max.vim +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Moleg the Sunspar (dig speed 23 turns) =Dex3=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Wil +2 Cun dps ---------- Mind.crit +2% Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +9% acid +12% light ----- def ----- Resists +3% light ---------- misc Hate/m.crit +2.00 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) =DigSpeed=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. |
Forbidden Tome: "The Day It Came" =Done=2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 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. |
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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elywe the Splendourtide =Will1 / Mag2=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +4% Melee Ret 4 blight ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial =Galadriel's=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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Neraba' =Dex1=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Resists +3% lightning +9% nature Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health =Light6 / Life=2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 286] powerful healing salve [power 286]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 58% cooldown modifier. Heal 286 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 21] powerful water salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 58% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Beliragorn [power 63] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +4 Cun +2 Dex ----- def ----- Crit.chn- 15.00% Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hanoroddalen the iron torque of mindblast [power 105] (15 cooldown) =Mag2 / Con5 / Light3=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag +1 Cun +5 Con ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Poryletta the iron torque of mindblast [power 110] (15 cooldown) =ResPen=2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% physical ----- def ----- Resists +5% arcane +3% darkness Die.at -40.00 life Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sparkwilder the steel torque of mindblast [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning +10% acid ----- def ----- Defense +20 (+5 eff.) Resists +9% blight +6% fire Die.at -80.00 life Blind- +20% Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Winterbliss the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +18% acid ----- def ----- Resists +15% cold Crit.chn- 15.00% ---------- misc See.Invis +12 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Xanuyabeth' [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Mind.crit +8% Apr +4 ---------- misc Max.stam +20.00 Blast the opponent's mind dealing 207 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Aledan the elven-wood totem of healing [power 338] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% acid +25% temporal ----- def ----- Resists +3% acid +3% temporal Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 15 cooldown 100% to increase all damage by 19% for 2 turns. 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Eclipsewrack the elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% mind +9% physical Acc +30 (+8 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% darkness Die.at -20.00 life Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Glelle the Pitchpall [power 206] (15 cooldown) =Heal=2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 acid ----- def ----- Resists +15% acid +18% cold +12% darkness Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Unlightfury [power 290] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% lightning Sting an enemy dealing 334 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Elyta' [power 255] (25 cooldown) =Will7=2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Str +7 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 51% * 10% chance to reduce all saves and defense by 24 ---------- misc Infravis +3 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 636 Base Damage: 275 Armor: 20 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+6 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 68 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Xamina the Cracklesaw [power 9] (15 cooldown) =Clairvoyance=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 6 mind ----- def ----- Resists +9% lightning ---------- misc Light +2 Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Ulutar' [power 105] (15 cooldown) =Damage=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% blight +12% physical Res.pen +5% arcane ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Max.stam +20.00 Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
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. |
10 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. |
6 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. |
6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 9
26th Voratun 122nd year of Ascendancy at 18:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 23
21st Wealth 122nd year of Ascendancy at 19:11 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 30
10th Dearth 122nd year of Ascendancy at 04:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 10
1st Profit 122nd year of Ascendancy at 14:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 20
34th Profit 122nd year of Ascendancy at 18:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 30
9th Dearth 122nd year of Ascendancy at 15:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 19
29th Profit 122nd year of Ascendancy at 20:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 28
5th Dearth 122nd year of Ascendancy at 23:19 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 01:25 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 11
5th Profit 122nd year of Ascendancy at 00:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 9
3rd Acquisition 122nd year of Ascendancy at 20:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 16
18th Profit 122nd year of Ascendancy at 18:51 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 30
16th Dearth 122nd year of Ascendancy at 20:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 24
30th Wealth 122nd year of Ascendancy at 09:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fuck This Naming Bullshit the Dwarf Sawbutcher level 19
24th Profit 122nd year of Ascendancy at 21:44 see stats
Log
You gain 3.38 gold from the transmogrification of hateful dwarven-steel longsword of erosion (24-34 power, 4 apr).
You gain 5.26 gold from the transmogrification of balanced dwarven-steel longsword of vileness (26-36 power, 4 apr).
You gain 11.48 gold from the transmogrification of warden's elven-wood longbow of dexterity (+9).
You gain 15.54 gold from the transmogrification of enhanced elven-wood longbow of true flight.
You gain 16.98 gold from the transmogrification of dwarven-steel greatsword 'Hailpeal' (38-61 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel amulet.
You gain 1.06 gold from the transmogrification of teleportation rune of the psychic (range 71; cd 10).
You gain 1.38 gold from the transmogrification of shielding rune (absorb 127; dur 5; cd 15).
You gain 1.35 gold from the transmogrification of ethereal rune (power 7; resist 15%; move 30%; dur 5; cd 19).
You gain 1.35 gold from the transmogrification of ethereal rune (power 7; resist 25%; move 33%; dur 5; cd 19).
You gain 1.71 gold from the transmogrification of blink rune (range 5; phase 14; cd 18).
You gain 1.71 gold from the transmogrification of blink rune (range 4; phase 14; cd 14).
You gain 1.32 gold from the transmogrification of acid wave rune (damage 75; dur 4; cd 17).
You gain 1.97 gold from the transmogrification of steam generator implant (steam 6).
You gain 3.72 gold from the transmogrification of medical injector implant (efficiency 129% / cooldown 88%).
Fuck This Naming Bullshit uses Create Tinker.
Created tinker: voratun grounding strap
Fuck This Naming Bullshit deactivates Saw Wheels.
You detach stralite grounding strap from your Brandfame the linen cloak (1 def, 2 armour) =Mag2 / Life=.
You attach voratun grounding strap to your Brandfame the linen cloak (1 def, 2 armour) =Mag2 / Life=.
You collect a new ingredient: lump of stralite (1).
You gain 0.05 gold from the melting of stralite grounding strap.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).











































































































































