










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.7.6Donators/Buyers bonus! Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Inferno Race Pack 1.7.0Adds a collection of my races. Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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 Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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 | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Bloodruned |
| Class | Shield Hero |
| Level / Exp | 23 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 23 on the 28th Profit 122nd year of Ascendancy at 03:23 / 1 |
Primary Stats
| Strength | 56 (base 53) |
| Dexterity | 18 (base 12) |
| Constitution | 63.367474418976 (base 53) |
| Magic | 52 (base 47) |
| Willpower | 17 (base 12) |
| Cunning | 53 (base 53) |
Resources
| Mana | 315/327 |
| Vim | 0/176 |
| Life | -219/1032 |
| Positive | 116/116 |
| Stamina | 74/194 |
| Healing Factor | 1.9178296473884 |
| Regeneration | 8.9179078603562 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +111% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 42 |
| Crit Chance | 23% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +11% |
| Lightning | +9% |
| Darkness | +3% |
| Temporal | +3% |
| Blight | +31% |
| Nature | +3% |
| Cold | +19% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Darkness | +10% |
| Acid | +5% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 32 (36.570633014597%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 13 |
| Physical Save | 47 |
| Spell Save | 39 |
| Mental Save | 37 |
Defense: Resistances
| Cold | + 70%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 24%( 70%) |
| Nature | + 30%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 24%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced staff combat | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Bloodruned | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Blood magic | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Bloodriver / Blood essentials | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Blood spear | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Torment | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 10): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 11): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (227)Turns left: 143 You completed the challenge and received: Random Artifact: Gleambreak (0 def, 10 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Mardilegar (16-26 power, 1 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
| Light source | Pitchclash the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind +9% cold Res.pen +10% darkness ----- def ----- Resists +3% light ---------- 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. |
| On head | Spidertorrent (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce armor by 37% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ivydana the Wretchmaim 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +3% mind Res.pen +15% nature Melee Ret 2 fire ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Vim/ret +3.00 Rings make your fingers look great! |
| On fingers | Xerysewen the steel ring 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +3% temporal +10% cold ----- def ----- Resists +20% cold Spell.save +3 (+1 eff.) ---------- misc Vim/ret +3.00 Max.mana +60.00 Rings make your fingers look great! |
| Around neck | Tempestbender0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +5% lightning +10% cold ----- def ----- Mind.save +3 (+1 eff.) Disarm- +20% Teleport- +20% Amulets make your neck look great! |
| In main hand | infernal elven-wood vilestaff (25-30 power, 5 apr, blight element) 5.0 T4 staff 1H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 13% Blood Spray 3 While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +18 (+5 eff.) Melee+ 15 fire Dmg.mod +25% blight ---------- misc See.Invis +5 Talents +1 Command Staff Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Ebonyvagrant'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% darkness ----- def ----- Resists +12% darkness +3% fire Max.HP +31.00 A belt that goes around your waist. |
| In off hand | Freezewell the steel shield (0 def, 4 armour, 14-16 power, 37.5 block) 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str, 0% Con Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +11 cold On Hit.r1 +12 blight While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% blight On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +10% blight +30% cold +11% nature ---------- misc Talents +2 Hexed Shield +1 Block Handheld deflection devices. |
| Cloak | thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -4% Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical ---------- misc Talents +2 Overpower Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 64.98 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
medical injector implant (efficiency 88% / 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 88% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 167; 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 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 150; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 6; phase 16; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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 wizard (absorb 72; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 72 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. |
teleportation rune of the psychic (range 51; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
starlit copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
rogue's stralite ring of arcana (+0.23/turn)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Silence- +29% ---------- misc Mana/turn +0.23 Rings make your fingers look great! |
steel ring 'Shadelord'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight Res.pen +20% arcane Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% darkness Silence- +23% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 18 On Hit (Ranged): * 12% chance to reduce all saves and defense by 18 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 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! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Dex, 0% Con, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Dex, 0% Con, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Molten Hammer (75-112 power, 4 apr) Molten Hammer (75-112 power, 4 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Unknown Power 75.0 - 112.5 Physical Uses 120% Str, 20% Con Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +20 fire +20 physical On Crit: 10% Raise Volcano 4 On Hit: * splashes up to 5 nearby enemies with lava While equipped: dps ---------- Spell.crit +15% Spell.pwr +35 (+9 eff.) Dmg.mod +30% fire +30% physical ---------- misc Masteries +0.20 Celestial/Kolal The end of the hammer is still glowing. It's said the volcanoes of the Daikara first erupted when this hammer was thrown down into the mountain range by the gods. It doesn't fit right in your hands, but it's very easy to lift. |
acidic stralite greatmaul of vileness (50-76 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 50.5 - 75.8 Physical Uses 120% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed mauls. |
arcing steel greatmaul of vileness (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 96 damage Massive two-handed mauls. |
flaming stralite greatmaul of daylight (51-76 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 51.0 - 76.5 Physical Uses 120% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 light Against +13% Undead On Hit.r1 +9 fire Massive two-handed mauls. |
slime-covered dwarven-steel greatmaul of persecution (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Disrupt Power 41.0 - 61.5 Physical Uses 120% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Against +12% Unnatural On Hit: * 10% chance to slow global speed by 44% While equipped: Stats +2 Wil Massive two-handed mauls. |
slime-covered stralite greatmaul of massacre (62-93 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Disrupt/Master Power 62.0 - 93.0 Physical Uses 120% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 44% Massive two-handed mauls. |
dwarven-steel greatsword of projection (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 36.0 - 57.6 Physical Uses 120% Str, 0% Con Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Con Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +14% acid Acc +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
steady elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 0% Con Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +3.0% Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Chargebile the dwarven-steel longsword (28-40 power, 7 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str, 0% Con Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +3.5% Atk.spd 100% Melee+ +8 lightning While equipped: Stats +3 Str +4 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +6 Crit.chn- 15.00% Sharp, long, and deadly. |
chilling steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str, 0% Con Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 cold Sharp, long, and deadly. |
dwarven-steel longsword (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 24.0 - 33.6 Physical Uses 100% Str, 0% Con Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 23.5 - 32.9 Physical Uses 100% Str, 0% Con Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
chilling steel mace of massacre (20-27 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str, 0% Con Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 cold Blunt and deadly. |
creative mossy mindstar of clarity (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 0% Con, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 0% Con, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of clarity (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 0% Con, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Mind.save +4 (+2 eff.) Disease- +13% ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of disruption (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt Power 12.0 - 13.2 Mind Uses 50% Wil, 0% Con, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 0% Con, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Con Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% cold Acc +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Yarygodig the Murksnake (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% acid On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +6% acid +6% darkness Spell.save +9 (+3 eff.) HP.reg +0.70 Heal.mod +14% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
defender's elven-wood vilestaff of illumination (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Defense +18 (+9 eff.) Phys.save +3 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 83.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of illumination (25-30 power, 5 apr, blight element)5.0 T4 staff 1H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Con Mastery Blood Spear Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 83.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
caustic dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 0% Con Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +12 acid +13 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% acid +11% nature Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Disrupt/Steamtech Power 0.0 - 0.0 Physical Uses 0% Con Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +6 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced dwarven-steel steamsaw of massacre (32-48 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str, 0% Con Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +8% Disarm- +32% ---------- 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! |
coruscating dwarven-steel steamsaw (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str, 0% Con Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam When used to Attack: Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 1 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of the stars (26-38 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str, 0% Con Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam When used to Attack: Melee+ +12 light +12 darkness While equipped: Stats +5 Cun +4 Mag dps ---------- Dmg.mod +12% light +10% darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +10% light +10% darkness ---------- 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! |
thought-forged dwarven-steel steamsaw of cold resistance (+19%) (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str, 0% Con Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +5 mind On Hit: * 13% chance to reduce all saves and defense by 18 Uses 1.0 Steam While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +19% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sharktooth Trident (20-32 power, 10 apr)3.0 T2 trident 2H weapon [Unique] Nature Power 20.0 - 32.0 Phys.bleed Uses 120% Str, 0% Con Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Hardiness +10% Phys.save +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-curse/Shark aspect This blue-steel trident is studded with sharp shark teeth. |
arcing deep-steel trident of massacre (42-68 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 42.5 - 68.0 Physical Uses 120% Str, 0% Con Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blue-steel trident (20-31 power, 8 apr)3.0 T2 trident 2H weapon [Normal] Power 19.5 - 31.2 Physical Uses 120% Str, 0% Con Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling blue-steel trident (17-27 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane Power 17.0 - 27.2 Physical Uses 120% Str, 0% Con Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +12 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful blue-steel trident of erosion (21-34 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Nature/Psionic Power 21.0 - 33.6 Physical Uses 120% Str, 0% Con Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +10 darkness +7 nature Against +12% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str, 0% Con Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
blurring hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +7 Max.HP +30.00 A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +7% temporal A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 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. |
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 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing silk robe of frost (+25%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +17% cold ----- def ----- Resists +13% all +25% cold ---------- misc Mana/turn +0.23 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of nature (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% nature On Melee Ret: * 4% chance to slow global speed by 44% * 5 arcane resource burn ----- def ----- Resists +16% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +5 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +3 Stealth +8 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 130.32 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
scouring voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +18 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brandwalker (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Cun +9 Str ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +5% cold ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Breathe water 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 122.6 Physical damage. If the attack hits, the target is confused (29% 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. |
Duredunagrim the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +7 Dex +4 Cun +2 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Forestlore the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning +6% nature Max.HP +73.00 HP.reg +9.00 Heal.mod +27% A suit of armour made of mail. |
dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +32.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +7% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
prismatic dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% lightning +11% light +12% darkness A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire HP.reg +2.80 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
hardened leather armour of command (14 def, 10 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +10 Defense +14 (+7 eff.) Fatigue +8% Mind.save +10 (+4 eff.) A suit of armour made of leather. |
enlightening stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +14 (+5 eff.) A suit of armour made of metal plates. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings of blight (+11%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +11% blight +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +11% blight -25% fire Decaying mummy wrappings. |
steel shield of fire resistance (+15%) (0 def, 4 armour, 13-16 power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str, 0% Con Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
demon seed [dolleg] (22, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (13, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (23, body)0.0 T3 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +59% Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (32, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (23, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (25, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (8, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (12, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% blight +16% fire +16% physical Dmg.red +6 blight +6 fire +6 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (11, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +13% acid +13% physical +13% blight Res.pen +6% acid +6% physical +6% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (23, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (39, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +4 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (11, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +13% blight +13% fire +13% darkness Res.pen +6% blight +6% fire +6% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (16, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +18% acid +18% darkness +18% blight Dmg.red +8 acid +8 darkness +8 blight Demon status: alive (100% life). The seed of a demon. |
flaming quiver of yew arrows of accuracy (16/16, 29-41 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 70% Dex, 0% Con, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +2.0% Capacity 16 On Hit.r1 +12 fire Arrows are used with bows to pierce your foes to death. |
3 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. |
108 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 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 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
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. |
self-loading pouch of steel shots of daylight (15/15, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.0 - 24.0 Physical Uses 70% Dex, 0% Con, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Rld cld 4 Ranged+ +9 light Against +7% Undead Shots are used with slings to pummel your foes to death. |
Isuyada the steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +8 Resists +21% lightning Blast the opponent's mind dealing 172 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
12 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. |
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. |
3 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. |
7 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. |
4 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By yamum the Bloodruned Shield Hero level 21
26th Profit 122nd year of Ascendancy at 17:08 see stats
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By yamum the Bloodruned Shield Hero level 11
3rd Profit 122nd year of Ascendancy at 13:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By yamum the Bloodruned Shield Hero level 10
2nd Acquisition 122nd year of Ascendancy at 20:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By yamum the Bloodruned Shield Hero level 20
22nd Profit 122nd year of Ascendancy at 23:32 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By yamum the Bloodruned Shield Hero level 20
24th Profit 122nd year of Ascendancy at 21:26 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By yamum the Bloodruned Shield Hero level 10
3rd Acquisition 122nd year of Ascendancy at 09:49 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By yamum the Bloodruned Shield Hero level 16
14th Profit 122nd year of Ascendancy at 06:03 see stats
Log
yamum killed Ultimate teluvorta!
Burning Shock from Vor, Grand Geomancer of the Pride hits yamum for (20 flat reduction), (6 absorbed), 0 acid, (18 flat reduction), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride calms down.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 5 acid, 3 fire (8 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northeast (Vor, Grand Geomancer of the Pride)).
Burning Shock from Vor, Grand Geomancer of the Pride hits yamum for (20 flat reduction), (4 absorbed), 0 acid, (17 flat reduction), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride casts Inferno.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 4 acid, 3 fire (7 total damage).
Your shield crumbles under the damage!
The shield around yamum crumbles.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits yamum for (20 flat reduction), (40 absorbed), (38 turned into osmosis), 38 fire (38 total damage).
Yamum is not stunned anymore.
Vor, Grand Geomancer of the Pride casts Flame.
Yamum is on fire!
Vor, Grand Geomancer of the Pride hits yamum for (20 flat reduction), (38 turned into osmosis), 192 fire (192 total damage).
The protective shield of Vor, Grand Geomancer of the Pride disappears.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 9 fire damage.
Yamum casts Horrid Vitality.
Yamum starts regenerating health quickly.
Yamum stops burning.
Yamum stops regenerating health quickly.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits yamum for (20 flat reduction), (38 turned into osmosis), 98 fire (98 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits yamum for (20 flat reduction), (38 turned into osmosis), 59 fire (59 total damage).
Vor, Grand Geomancer of the Pride casts Chain Lightning.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits yamum for (20 flat reduction), (38 turned into osmosis), 294 fire (294 total damage).
yamum the level 23 bloodruned shield hero was scorched to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 19 of Infinite Dungeon.








































































































































