Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Zero Probability Doors 1.5.5Prevents Probability Travel triggering on doors. The behaviour can be toggled under Game Options - Gameplay - zero-probability doors. Defaults to true. Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: FlexSpec Respec Limitation Relaxer 1.5.5Starting Equipment 1.6.0 Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Better Item Description 1.7.2This 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 39 / 82% |
Size | small |
Lifes / Deaths | Killed by skeleton mage at level 13 on the 19th Haze 122nd year of Ascendancy at 19:20 / 2Killed by Slasul at level 39 on the 10th Mirth 123rd year of Ascendancy at 17:53 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 71 (base 60) |
Constitution | 17 (base 10) |
Magic | 56 (base 36) |
Willpower | 23 (base 10) |
Cunning | 80 (base 60) |
Resources
Life | -287/930 |
Steam | 100/100 |
Stamina | 49/246 |
Psi | 113/113 |
Healing Factor | 1.1729415192739 |
Regeneration | 7.3308844954619 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +121.88948431535% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 74.246988370188 |
See Invisible | 81.246988370188 |
Offense: Mainhand
Damage | 196 |
Accuracy | 68 |
Crit Chance | 49% |
APR | 15 |
Speed | 0.85 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +16% |
Physical | +52% |
Blight | +28% |
Arcane | +22% |
Nature | +19% |
All | +7% |
Offense: Damage Penetration
Blight | +5% |
Physical | +20% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 80 (69.007671158813%) |
Defense | 71 |
Ranged Defense | 73 |
Fatigue | 12.689972670022 |
Physical Save | 33 |
Spell Save | 31 |
Mental Save | 24 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 33%( 70%) |
All | + 16%( 70%) |
Darkness | + 70%( 70%) |
Light | + 17%( 70%) |
Temporal | + 35%( 70%) |
Lightning | + 50%( 70%) |
Fire | + 25%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 30% |
Pinning Resistance | 40% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 185% efficiency and cooldown mod of 62%. 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 147% efficiency and cooldown mod of 50%. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Shitfling. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Shitfling. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Shitfling. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Shitfling. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Shitfling. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Shitfling. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. * '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.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed orc heart. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed skeleton mage skull. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Geruidor the pair of hardened leather boots (25 def, 19 armour) Geruidor the pair of hardened leather boots (25 def, 19 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% blight +15% arcane Acc +15 (+4 eff.) Melee Ret 10 blight ----- def ----- Armour +19 Defense +25 (+6 eff.) Resists +10% acid +10% fire +10% lightning +8% cold Phys.save +12 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% A pair of boots made of leather. |
Quiver | sentry's pouch of voratun shots of torment (55/55, 171% power, 11 apr) sentry's pouch of voratun shots of torment (55/55, 171% power, 11 apr)3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 171% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +11 Crit +7.0% Capacity 55 Rld cld 4 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
Light source | bright alchemist's lamp of corpselight bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +7 Infravis +5 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 27 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | brawler's hardened leather gloves of war-making (0 def, 2 armour) brawler's hardened leather gloves of war-making (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Phys.crit +13.0% Spell.crit +5% Mind.crit +7% Crit.mult +8.00% ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 126% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +15.0% Atk.spd 100% On Hit: 10% Set Up 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ash totem of healing 'Lightningbloom' [power 212] (13 cooldown) ash totem of healing 'Lightningbloom' [power 212] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% lightning +12% physical Res.pen +10% mind ----- def ----- Defense +10 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +14 Mag +13 Wil dps ---------- Crit.mult +5.00% Phys.pwr +13 (+2 eff.) Spell.pwr +32 (+10 eff.) Mind.pwr +28 (+9 eff.) Dmg.mod +12% physical +7% all Acc +5 (+1 eff.) ----- def ----- Armour +2 Stun/Frz- +30% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | Dredan the Bleakjeer Dredan the Bleakjeer0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Con dps ---------- Phys.crit +2.0% Res.pen +20% physical Apr +4 ----- def ----- Armour +8 Resists +18% darkness ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Eldoral Last Resort Eldoral Last Resort 4.0 T3 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 On Hit: * splashes acid on your target dealing 55 damage and reducing their armor While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | Neira's Memory Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 240, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | Titanic (20 def, 18 armour, 159% power, 320 block) Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Ivaldanne the Rainglean (1 def, 14 armour) Ivaldanne the Rainglean (1 def, 14 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +12% nature +6% physical Melee Ret 6 cold ----- def ----- Armour +14 Defense +1 (+0 eff.) Resists +11% blight +12% cold +11% nature +30% lightning HP.reg +2.00 Heal.mod +11% 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 | Beleduchak (30 def, 17 armour) Beleduchak (30 def, 17 armour) 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% light +12% blight Res.pen +5% blight Melee Ret 30 physical ----- def ----- Armour +17 Defense +30 (+7 eff.) Fatigue +1% Resists +8% darkness +6% nature +8% light +5% arcane +9% all Crit.dmg- 15.00% Max.HP +37.00 HP.reg +4.00 Pinning- +20% ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 155% / cooldown 68%) medical injector implant (efficiency 155% / cooldown 68%)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 155% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 173% / cooldown 58%) medical injector implant (efficiency 173% / 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 173% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 111% / cooldown 51%) medical injector implant (efficiency 111% / cooldown 51%)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 111% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 186% / cooldown 78%) medical injector implant of the duelist (efficiency 186% / cooldown 78%)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 186% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 11) steam generator implant of the titan (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 102; cd 12) healing infusion of the warrior (heal 102; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 102 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. |
healing infusion of the wizard (heal 159; cd 15) healing infusion of the wizard (heal 159; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -569; dur 6; cd 26) heroism infusion of the sneak (die at -569; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -569 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1138 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 803%; cd 8) movement infusion of the duelist (speed 803%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 709%; cd 9) movement infusion of the psychic (speed 709%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 684%; cd 9) movement infusion of the warrior (speed 684%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 346; 14 cd) regeneration infusion of the sneak (heal 346; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 3; cd 11) wild infusion (res 19%; magical; dur 3; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; magical, physical; dur 2; cd 10) wild infusion of the duelist (res 35%; magical, physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; mental, physical; dur 2; cd 13) wild infusion of the psychic (res 22%; mental, physical; dur 2; 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 cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; mental; dur 2; cd 13) wild infusion of the titan (res 20%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 30%; mental, physical; dur 3; cd 12) wild infusion of the wizard (res 30%; mental, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 6; phase 19; cd 20) blink rune (range 6; phase 19; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 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 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the titan (absorb 99; cd 14) shatter afflictions rune of the titan (absorb 99; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 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 111; cd 14) shatter afflictions rune of the wizard (absorb 111; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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. |
stormshield rune of the psychic (threshold 0; blocks 6; dur 4; cd 14) stormshield rune of the psychic (threshold 0; blocks 6; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. 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. |
2 schematic: Acid Groove 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 Recycler 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: Antimagic Shell 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. |
2 schematic: Armour Reinforcement 2 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: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve 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 Coating 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. |
2 schematic: Flare Shell 2 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. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web 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. |
3 schematic: Hand Cannon 3 schematic: Hand Cannon0.1 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 Shell 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 Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 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: Lightning Coil schematic: Lightning Coil0.1 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 Shell 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. |
schematic: Mana Coil schematic: Mana Coil0.1 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: Mental Stimulator 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. |
2 schematic: Pain Suppressor Salve 2 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. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots 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: Saw Projector 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. |
schematic: Saw Shell 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. |
schematic: Second Skin 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: Solid Shell 2 schematic: Solid 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: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 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 Shell schematic: Toxic 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: Water Salve 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: Winterchill Edge 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Xerolrana the Cloudparry Xerolrana the Cloudparry0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Dmg.mod +12% acid +24% physical ----- def ----- Defense +20 (+5 eff.) Resists +6% lightning ---------- misc Masteries +0.22 Technique/Archery prowess Amulets make your neck look great! |
Satyrtaint the gold amulet Satyrtaint the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Phys.pwr +15 (+3 eff.) Res.pen +10% darkness +15% nature Melee Ret 6 nature ----- def ----- Phys.save +18 (+8 eff.) Die.at -80.00 life ---------- misc Masteries +0.28 Cunning/Survival +0.28 Technique/Archery prowess Amulets make your neck look great! |
serendipitous stralite amulet of mastery (0.30 Technique / Reflexes) serendipitous stralite amulet of mastery (0.30 Technique / Reflexes)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +13 Lck dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 14% ---------- misc Masteries +0.30 Technique/Reflexes Amulets make your neck look great! |
Belamadan Belamadan0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Cun +9 Con dps ---------- Crit.mult +20.00% Phys.pwr +8 (+1 eff.) Mind.pwr +15 (+5 eff.) Res.pen +10% mind ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +1.00 See.Invis +9 Rings make your fingers look great! |
Nightsong 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 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 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. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Gleamrigor the gold ring Gleamrigor the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% acid +9% darkness +4% all Res.pen +20% light Acc +8 (+2 eff.) ----- def ----- Resists +24% acid ---------- misc Light +2 Rings make your fingers look great! |
Neruvena the gold ring Neruvena the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Con dps ---------- Apr +3 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +15 (+4 eff.) Resists +5% arcane +12% blight Max.HP +28.00 Disarm- +32% Pinning- +33% Knockbk- +26% Rings make your fingers look great! |
Yarymas the gold ring Yarymas the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +6.0% Dmg.mod +13% blight +12% physical Acc +20 (+5 eff.) ----- def ----- Armour +10 Resists +13% blight ---------- misc Light +2 Infravis +3 Rings make your fingers look great! |
conjurer's gold ring of blight (+15%) conjurer's gold ring of blight (+15%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% blight ----- def ----- Resists +15% blight Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +15% cold +7% all ----- def ----- Resists +3% temporal +9% fire +15% light +30% cold Phys.save +11 (+6 eff.) Spell.save +19 (+9 eff.) Mind.save +12 (+6 eff.) Stun/Frz- +30% Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Dayspiker' stralite ring 'Dayspiker'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +18% cold +12% light +12% darkness HP.reg +7.00 Stun/Frz- +44% ---------- misc Light +3 Rings make your fingers look great! |
acidic deep-steel trident of crippling (137% power, 10 apr) acidic deep-steel trident of crippling (137% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 137% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Phys.crit +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing deep-steel trident of daylight (134% power, 10 apr) arcing deep-steel trident of daylight (134% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Arcane Power 134% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 light Against +20% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced deep-steel trident of massacre (151% power, 10 apr) balanced deep-steel trident of massacre (151% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +41% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic deep-steel trident (135% power, 10 apr) caustic deep-steel trident (135% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Nature Power 135% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +33 acid +34 nature While equipped: dps ---------- Res.pen +17% acid +20% nature Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of shearing (129% power, 10 apr) deep-steel trident of shearing (129% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master Power 130% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% all Acc +21 (+5 eff.) Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orite trident of crippling (148% power, 13 apr) acidic orite trident of crippling (148% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 148% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Phys.crit +12.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of evisceration (150% power, 13 apr) blazebringer's orite trident of evisceration (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +52 fire On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +13 (+2 eff.) All.spd +7% Res.pen +20% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orite trident of erosion (150% power, 13 apr) caustic orite trident of erosion (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Nature Power 150% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +19 acid +24 nature While equipped: dps ---------- Res.pen +24% acid +28% nature Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orite trident of amnesia (150% power, 13 apr) chilling orite trident of amnesia (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +24 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of amnesia (150% power, 13 apr) elemental orite trident of amnesia (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 87 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +24% cold Res.pen +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of crippling (148% power, 13 apr) elemental orite trident of crippling (148% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 149% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +21% fire Res.pen +30% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of crippling (152% power, 13 apr) elemental orite trident of crippling (152% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 152% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +28% acid Res.pen +13% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of crippling (146% power, 13 apr) elemental orite trident of crippling (146% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 147% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +30% acid Res.pen +19% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of massacre (167% power, 13 apr) elemental orite trident of massacre (167% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 167% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +26% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (148% power, 13 apr) orite trident (148% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 148% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (148% power, 13 apr) orite trident (148% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 149% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of daylight (150% power, 13 apr) orite trident of daylight (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +13 light Against +12% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident (148% power, 13 apr) plaguebringer's orite trident (148% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane Power 149% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of corruption (150% power, 13 apr) truestriking orite trident of corruption (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: dps ---------- Res.pen +19% physical Acc +23 (+6 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of crippling (151% power, 13 apr) truestriking orite trident of crippling (151% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +13% physical Acc +21 (+5 eff.) Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of phasing (148% power, 33 apr) truestriking orite trident of phasing (148% power, 33 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 148% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +33 Crit +3.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Res.pen +14% physical Acc +19 (+5 eff.) Apr +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of shearing (150% power, 13 apr) truestriking orite trident of shearing (150% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Master Power 150% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +13% all Acc +35 (+9 eff.) Apr +32 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of ruin (151% power, 13 apr) warbringer's orite trident of ruin (151% power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +17.0% Crit.mult +34.00% Phys.pwr +13 (+2 eff.) Res.pen +13% physical Apr +13 ----- def ----- Disarm- +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Starstun the dwarven-steel longsword (126% power, 4 apr) Starstun the dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 127% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +20 fire On Crit.r2 +20 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Melee Ret 6 acid ----- def ----- Resists +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Sharp, long, and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
enhanced stralite dagger of crippling (136% power, 9 apr) enhanced stralite dagger of crippling (136% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 137% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +7 Dex +7 Mag +7 Wil +7 Cun +6 Con dps ---------- Phys.crit +11.0% Sharp, short and deadly. |
enhanced stralite dagger of evisceration (138% power, 9 apr) enhanced stralite dagger of evisceration (138% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 139% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +7 Dex +6 Mag +6 Wil +5 Cun +7 Con dps ---------- Phys.crit +9.0% Phys.pwr +8 (+1 eff.) Sharp, short and deadly. |
stralite dagger 'Morningfame' (138% power, 9 apr) stralite dagger 'Morningfame' (138% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 138% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +16 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: Stats +2 Mag dps ---------- Spell.pwr +30 (+9 eff.) Res.pen +25% light ---------- misc Mana/s.crit +2.00 Max.vim +40.00 Light +3 Sharp, short and deadly. |
barbed pouch of voratun shots of crippling (19/19, 176% power, 6 apr) barbed pouch of voratun shots of crippling (19/19, 176% power, 6 apr)3.0 T5 shot ammo [Ego++] Master Power 177% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +28.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
stralite shield 'Emelivea' (0 def, 8 armour, 164% power, 176.5 block) stralite shield 'Emelivea' (0 def, 8 armour, 164% power, 176.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 164% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +176 While equipped: Stats +8 Wil dps ---------- Phys.crit +7.0% Res.pen +25% blight On Melee Ret: * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +18% temporal Spell.save +18 (+9 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Steamtech While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+7 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Hanindur Hanindur1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +21% acid Crit.dmg- 15.00% Phys.save +15 (+7 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery spiritwalker's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +11 Mag +5 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.21 Max.mana +31.00 A belt that goes around your waist. |
linen cloak 'Ce'Nunor' (1 def, 0 armour) linen cloak 'Ce'Nunor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Phys.crit +5.0% ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +4% physical ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salynor the Corpsequarry (20 def, 3 armour) Salynor the Corpsequarry (20 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% nature Res.pen +8% physical ----- def ----- Armour +3 Defense +20 (+5 eff.) Resists +6% nature +6% mind +5% arcane Crit.dmg- 15.00% Phys.save +15 (+7 eff.) Max.HP +40.00 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+8 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 176.90 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
9 agate 9 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. |
7 spinel 7 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. |
10 ametrine 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. |
7 citrine 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. |
9 zircon 9 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. |
4 aquamarine 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. |
10 opal 10 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
2 amethyst 2 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. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 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. |
3 garnet 3 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. |
4 quartz 4 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade 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. |
3 ruby 3 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. |
Crystal Focus 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. |
768 alchemist agate 768 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. |
Summertide Phial Summertide Phial1.0 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.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +9% darkness Affinity +5% light Blind- +23% Confus- +18% ---------- misc Light +11 See.Stealth +13 See.Invis +6 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Velemina' dwarven lantern 'Velemina'1.0 T5 lite [Random Unique] Master/Psionic While equipped: ----- def ----- Defense +11 (+3 eff.) Resists +9% nature +3% darkness Phys.save +16 (+8 eff.) Spell.save +14 (+7 eff.) Mind.save +29 (+15 eff.) Max.HP +60.00 HP.reg +4.00 Pinning- +20% ---------- misc Light +9 See.Stealth +16 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
potent healing salve [power 176] potent healing salve [power 176]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 176 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful pain suppressor salve [power 189] powerful pain suppressor salve [power 189]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -189 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
Harothel (dig speed 11 turns) Harothel (dig speed 11 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +2 Wil +7 Con dps ---------- Spell.crit +4% Phasing +20% On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +9% acid +9% physical ---------- misc Mana/turn +0.04 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Shitfling the Halfling Archer level 35
62nd Pyre 123rd year of Ascendancy at 18:43 see stats
By Shitfling the Halfling Archer level 34
49th Pyre 123rd year of Ascendancy at 07:50 see stats
By Shitfling the Halfling Archer level 35
60th Pyre 123rd year of Ascendancy at 14:48 see stats
By Shitfling the Halfling Archer level 36
66th Pyre 123rd year of Ascendancy at 09:23 see stats
By Shitfling the Halfling Archer level 38
74th Pyre 123rd year of Ascendancy at 15:36 see stats
By Shitfling the Halfling Archer level 37
70th Pyre 123rd year of Ascendancy at 08:48 see stats
By Shitfling the Halfling Archer level 32
25th Pyre 123rd year of Ascendancy at 20:59 see stats
By Shitfling the Halfling Archer level 24
3rd Allure 123rd year of Ascendancy at 07:31 see stats
By Shitfling the Halfling Archer level 28
47th Regrowth 123rd year of Ascendancy at 10:11 see stats
By Shitfling the Halfling Archer level 34
49th Pyre 123rd year of Ascendancy at 07:26 see stats
By Shitfling the Halfling Archer level 10
13rd Haze 122nd year of Ascendancy at 18:12 see stats
By Shitfling the Halfling Archer level 20
50th Haze 122nd year of Ascendancy at 21:18 see stats
By Shitfling the Halfling Archer level 30
18th Pyre 123rd year of Ascendancy at 02:34 see stats
By Shitfling the Halfling Archer level 34
49th Pyre 123rd year of Ascendancy at 07:50 see stats
By Shitfling the Halfling Archer level 27
32nd Regrowth 123rd year of Ascendancy at 16:52 see stats
By Shitfling the Halfling Archer level 36
68th Pyre 123rd year of Ascendancy at 05:27 see stats
By Shitfling the Halfling Archer level 26
4th Regrowth 123rd year of Ascendancy at 15:09 see stats
By Shitfling the Halfling Archer level 38
70th Pyre 123rd year of Ascendancy at 14:46 see stats
By Shitfling the Halfling Archer level 34
49th Pyre 123rd year of Ascendancy at 07:50 see stats
By Shitfling the Halfling Archer level 8
3rd Summertide 122nd year of Ascendancy at 13:30 see stats
By Shitfling the Halfling Archer level 34
49th Pyre 123rd year of Ascendancy at 07:50 see stats
By Shitfling the Halfling Archer level 14
24th Haze 122nd year of Ascendancy at 22:08 see stats
By Shitfling the Halfling Archer level 21
53rd Haze 122nd year of Ascendancy at 03:03 see stats
By Shitfling the Halfling Archer level 14
21st Haze 122nd year of Ascendancy at 11:34 see stats
By Shitfling the Halfling Archer level 34
59th Pyre 123rd year of Ascendancy at 15:09 see stats
Log
Shitfling's tinker attains critical power!
Slasul resists the effect 'Corrode'!
Shitfling's Headshot hits Slasul for 506 physical, 43 acid (549 total damage).
Shitfling is encased in ice!
Slasul's ice storm area effect hits Shitfling for (110 deflected), 0 cold (0 total damage).
Slasul casts Water Bolt.
Talent Trueshot is ready to use.
Slasul hits Shitfling for (147 deflected), 0 cold (0 total damage).
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Shitfling performs a melee critical strike against Shitfling!
Shitfling hits Iceblock for 43 physical damage.
Melee retaliation hits Iceblock for 39 physical, 11 blight, 6 cold (56 total damage).
Slasul casts Ice Shards.
Slasul's spell attains critical power!
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Shitfling performs a melee critical strike against Shitfling!
Shitfling resists the vile poison!
Shitfling hits Iceblock for 43 physical damage.
Melee retaliation hits Iceblock for 39 physical, 11 blight, 6 cold (56 total damage).
Shitfling resists the wave!
Slasul's ice storm area effect hits Shitfling for (0 to ice), 110 cold (110 total damage).
Slasul's cold repulsion area effect hits Shitfling for (0 to ice), 42 cold, (0 to ice), 32 physical (75 total damage).
Shitfling is focused on firing.
Slasul's Ice Shards hits Shitfling for (0 to ice), 395 cold (395 total damage).
Slasul casts Freeze.
Slasul's spell attains critical power!
Slasul hits Shitfling for (160 deflected), (0 to ice), 287 cold (287 total damage).
Shitfling the level 39 halfling archer was chilled to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.