Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. 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: 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:
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. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Brawler combo displayer 1.7.4Displays combo point icon when you get it. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 20 / 25% |
Size | big |
Lifes / Deaths | Killed by cryomancer at level 5 on the 25th Voratun 122nd year of Ascendancy at 07:36 4 / 1 |
Primary Stats
Strength | 32 (base 23) |
Dexterity | 11 (base 12) |
Constitution | 27 (base 12) |
Magic | 58 (base 48) |
Willpower | 44 (base 31) |
Cunning | 16 (base 12) |
Resources
Mana | 334/334 |
Equilibrium | 15 |
Vim | 147/158 |
Life | 630/630 |
Psi | 124/124 |
Stamina | 224/224 |
Paradox | 300 |
Healing Factor | 1.3686945338483 |
Regeneration | 9.9230353704001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 12 |
See Invisible | 15 |
Offense: Mainhand
Damage | 67 |
Accuracy | 39 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 39 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Mind | +10% |
Darkness | +21% |
Light | +28% |
Temporal | +3% |
Blight | +18% |
Physical | +15% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +11% |
Temporal | +10% |
Blight | +11% |
Physical | +10% |
Fire | +11% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 73.36174050493 (81.898876157654%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 46 |
Physical Save | 34 |
Spell Save | 41 |
Mental Save | 34 |
Defense: Resistances
Blight | + 23%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 48%( 70%) |
All | + 3%( 70%) |
Physical | + 23%( 70%) |
Darkness | + 35%( 70%) |
Light | + 29%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 17%( 70%) |
Mind | -7%( 70%) |
Fire | + 27%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 72% |
Blind Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 40% |
Pinning Resistance | 25% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 390 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 97 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hardened Core |
talent | Kinetic Shield |
talent | Eldritch Infusion |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 11): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (122)Turns left: 65 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 188 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (188)Turns left: 128 You completed the challenge and received: Random Artifact: Porobretira (20-27 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): Exterminator | active |
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
Psionic focus | Ragador (15-18 power, 3 apr, physical element) Ragador (15-18 power, 3 apr, physical element) 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% physical defense ------ Resistance +3% darkness +9% cold Life Regen +4.00 other ------- Talents +2 Flame Bolts +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic rough leather gloves (0 def, 4 armour) heroic rough leather gloves (0 def, 4 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Mind save +6 (+3 eff.) Life +47.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Ragudig Ragudig1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +1 Con offense ------ Physical Crit +3.0% Ignore resists +10% physical When Hit 13 fire defense ------ Resistance +5% fire Blind Resist +20% Confus Resist +12% other ------- Stamina/turn +2.00 Light +10 See Stealth +7 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | Kahir the pair of iron boots (0 def, 8 armour) Kahir the pair of iron boots (0 def, 8 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +8 Fatigue +2% Resistance +3% light +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | powerful dwarven-steel torque of clear mind [power 2] (25 cooldown) powerful dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Amukan' steel ring 'Amukan' 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +12% light Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +6 Resistance +24% light +3% temporal Life +22.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +24% other ------- Vim-on-Hit +1.00 Rings make your fingers look great! |
On fingers | steel ring 'Ebonybreacher' steel ring 'Ebonybreacher' 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: offense ------ Damage +3% darkness On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Blind Resist +23% Silence Resist +42% other ------- Mana/turn +0.20 Vim-on-Hit +1.00 Infravision +4 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
Around neck | grounding steel amulet of healing grounding steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Healmod +13% Cut Resist +40% Stun Resist +22% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 218 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block) 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 25.0 - 35.0 Physical Uses 150% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: offense ------ Damage +18% blight +18% fire +18% darkness Ignore resists +11% blight +11% fire +11% darkness defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +9 (+5 eff.) Spell save +6 (+2 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
In off hand | shocking steel shield (0 def, 4 armour, 19-23 power, 36.5 block) shocking steel shield (0 def, 4 armour, 19-23 power, 36.5 block) 7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 19.0 - 22.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +36 While equipped: offense ------ On-Hit 11 lightning When Hit 1 lightning defense ------ Armor +4 Fatigue +8% Resistance +20% blight +20% fire +20% physical Damage Reduction +10 blight +10 fire +10 physical other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Silidhetta (1 def, 0 armour) Silidhetta (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +1 Cun +1 Con offense ------ Damage +3% temporal Ignore resists +10% temporal When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Radianceoblivion (0 def, 14 armour) Radianceoblivion (0 def, 14 armour) 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +6% light defense ------ Armor +14 Fatigue +18% Resistance +17% cold Crit Resistance 10.00% Physical save +6 (+3 eff.) Life +27.00 Life Regen +3.00 Healmod +10% other ------- Talents +2 Overpower A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 82; cd 13) healing infusion of the sneak (heal 82; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion (speed 437%; cd 11) movement infusion (speed 437%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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. 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 wizard (speed 587%; cd 16) movement infusion of the wizard (speed 587%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Magic 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 sneak (res 18%; magical; dur 4; cd 15) wild infusion of the sneak (res 18%; magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance 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: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance 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: Corrosive Shell schematic: Corrosive Shell0.1 Encumbrance 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: Explosive Shell schematic: Explosive Shell0.1 Encumbrance 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. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 Encumbrance 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. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance 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 Powder schematic: Flash Powder0.1 Encumbrance 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. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 Encumbrance 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: Grounding Strap schematic: Grounding Strap0.1 Encumbrance 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: Headlamp 3 schematic: Headlamp0.1 Encumbrance 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: Rustproof Coating schematic: Rustproof Coating0.1 Encumbrance 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: Saw Shell schematic: Saw Shell0.1 Encumbrance 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. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 Encumbrance 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: Steamsaw schematic: Steamsaw0.1 Encumbrance 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 Coating schematic: Waterproof Coating0.1 Encumbrance 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. |
Chalezilachak the Furnaceborn Chalezilachak the Furnaceborn0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Resistance +6% physical +9% nature +6% fire other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Ce'Nutta (15-18 power, 3 apr, lightning element) Ce'Nutta (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +7% Critical power +17.00% Spellpower +6 (+2 eff.) Damage +15% lightning +12% physical defense ------ Spell save +12 (+4 eff.) Healmod +10% Disease Resist +20% other ------- 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, arcane element) ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +15% arcane defense ------ Physical save +6 (+3 eff.) Spell save +5 (+1 eff.) Mind save +7 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Emelora' (15-18 power, 3 apr, lightning element) ash starstaff 'Emelora' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +9% Spellpower +10 (+3 eff.) Damage +15% lightning When Hit 6 temporal defense ------ Anomaly Control +15 other ------- Mana/turn +0.16 Max mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, darkness element) ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.58 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. |
ash starstaff of protection (15-18 power, 3 apr, temporal element) ash starstaff of protection (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% temporal defense ------ Resistance +8% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (15-18 power, 3 apr, lightning element) shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+2 eff.) Damage +15% lightning other ------- Mana/turn +0.14 Max mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of might (30-36 power, 6 apr, cold element) magelord's dragonbone magestaff of might (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +12% Spellpower +20 (+6 eff.) On-Hit 19 arcane Damage +30% cold other ------- Max mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's steel battleaxe (18-26 power, 2 apr) stormbringer's steel battleaxe (18-26 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +13 lightning +14 cold While equipped: offense ------ Move Speed +29% Ignore resists +9% lightning +13% cold Massive two-handed battleaxes. |
arcing steel greatmaul of paradox (28-41 power, 2 apr) arcing steel greatmaul of paradox (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: defense ------ Resistance +10% temporal Massive two-handed mauls. |
steel greatmaul (28-41 power, 2 apr) steel greatmaul (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
Betheldatha the dwarven-steel greatsword (56-90 power, 2 apr) Betheldatha the dwarven-steel greatsword (56-90 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Master Weapon Damage 56.0 - 89.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 physical While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +10% mind Accuracy +13 (+4 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +41% Massive two-handed swords. |
chilling dwarven-steel greatsword (35-56 power, 2 apr) chilling dwarven-steel greatsword (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 cold Massive two-handed swords. |
truestriking iron longsword (11-15 power, 2 apr) truestriking iron longsword (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
chilling steel longsword (14-20 power, 3 apr) chilling steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 cold Sharp, long, and deadly. |
steel longsword of dampening (14-20 power, 3 apr) steel longsword of dampening (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Disrupt Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: defense ------ Resistance +9% acid +8% lightning +9% cold +8% fire +4% all Spell save +6 (+2 eff.) Sharp, long, and deadly. |
steel longsword of massacre (22-30 power, 3 apr) steel longsword of massacre (22-30 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
flaming steel mace of daylight (14-20 power, 3 apr) flaming steel mace of daylight (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On-Hit, radius 1 +7 fire Blunt and deadly. |
hateful steel mace of massacre (17-24 power, 3 apr) hateful steel mace of massacre (17-24 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master/Psionic Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 darkness Damage Against +7% Living Blunt and deadly. |
Galekaltholar the stralite mace (44-62 power, 5 apr) Galekaltholar the stralite mace (44-62 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 25 * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% Ignore resists +5% physical defense ------ Unlife -40.00 life Disease Resist +18% Blunt and deadly. |
chilling steel waraxe of massacre (17-24 power, 3 apr) chilling steel waraxe of massacre (17-24 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 cold One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
balanced steel dagger of erosion (12-16 power, 6 apr) balanced steel dagger of erosion (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +9 (+5 eff.) Disarm Resist +20% Sharp, short and deadly. |
thought-forged steel dagger of dampening (12-16 power, 6 apr) thought-forged steel dagger of dampening (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 mind On Hit: * 15% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil defense ------ Resistance +9% acid +8% lightning +8% cold +9% fire +2% all Spell save +7 (+2 eff.) Sharp, short and deadly. |
creative vined mindstar of life (5-6 power, 18 apr, nature damage) creative vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+2 eff.) defense ------ Life +13.00 Life Regen +0.50 other ------- 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. |
balanced steel steamsaw (14-21 power, 0 apr) balanced steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +3 Defense +11 (+6 eff.) Fatigue +6% Disarm Resist +23% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Corpsebow Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 25 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
mighty ash longbow of cold mighty ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 cold While equipped: Stats +3 Str offense ------ Physical Power +11 (+4 eff.) Damage +20% cold Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of acid mighty cured leather sling of acid4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel steamgun of piercing dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +6% all Accuracy +8 (+2 eff.) Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of yew arrows of wind (20/20, 30-41 power, 10 apr) quiver of yew arrows of wind (20/20, 30-41 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature Weapon Damage 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Arrows are used with bows to pierce your foes to death. |
Aerylrakira the Flashtrial (17/17, 21-25 power, 2 apr) Aerylrakira the Flashtrial (17/17, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Nature Weapon Damage 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +10 fire +16 nature On-Hit, radius 1 +8 lightning On-crit, radius 2 +20 lightning +6 fire On Hit: * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots (17/17, 39-47 power, 3 apr) deadly pouch of dwarven-steel shots (17/17, 39-47 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Master Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
acidic steel shield (0 def, 4 armour, 16-19 power, 41.5 block) acidic steel shield (0 def, 4 armour, 16-19 power, 41.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On Hit: * 12% chance to reduce armor by 35% While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 18-22 power, 40 block) flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 18-22 power, 40 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-Hit, radius 1 +13 fire While equipped: offense ------ On-Hit 6 fire When Hit 4 fire defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
reinforced steel shield of mind resistance (+11%) (0 def, 5 armour, 14-17 power, 60.5 block) reinforced steel shield of mind resistance (+11%) (0 def, 5 armour, 14-17 power, 60.5 block)7.0 Encumbrance T2 shield armor [Ego] Master/Psionic When used to Attack: Weapon Damage 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +60 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +11% mind other ------- Talents +1 Block Handheld deflection devices. |
steel shield of cold resistance (+15%) (0 def, 4 armour, 14-17 power, 37.5 block) steel shield of cold resistance (+15%) (0 def, 4 armour, 14-17 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 14.5 - 17.4 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +3 Mag offense ------ Spellpower +7 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+3 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
spellwoven linen robe of blight (+11%) (0 def, 0 armour) spellwoven linen robe of blight (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +11% blight defense ------ Resistance +11% blight +7% all Spell save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of darkness (+22%) (0 def, 0 armour) focusing woollen robe of darkness (+22%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +15% darkness defense ------ Resistance +22% darkness +9% all other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of blight (+10%) (0 def, 0 armour) shimmering woollen robe of blight (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% arcane +10% blight defense ------ Resistance +10% blight +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of time (+14%) (0 def, 0 armour) shimmering woollen robe of time (+14%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +13% arcane +14% temporal defense ------ Resistance +9% all +14% temporal other ------- Max mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+18%) (0 def, 0 armour) spellwoven woollen robe of darkness (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +12% darkness defense ------ Resistance +18% darkness +9% all Spell save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +54.00 Life Regen +1.80 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+15%) (0 def, 0 armour) woollen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +15% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+30%) (0 def, 0 armour) mindwoven cashmere robe of lightning (+30%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +20% lightning defense ------ Resistance +30% lightning +11% all Mind save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour) prismatic rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +12% light +11% darkness A suit of armour made of leather. |
hardened leather armour of acid resistance (9 def, 6 armour) hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +15% acid A suit of armour made of leather. |
cleansing steel mail armour (2 def, 6 armour) cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature +11% blight A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 11 armour) impenetrable steel mail armour of resilience (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Life +22.00 A suit of armour made of mail. |
prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid +12% light +11% darkness A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour) rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire Life Regen +2.00 other ------- Stamina/turn +0.90 A suit of armour made of mail. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning Life Regen +2.40 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
prismatic dwarven-steel mail armour of stability (3 def, 8 armour) prismatic dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +6% physical +10% light +12% darkness Physical save +13 (+6 eff.) A suit of armour made of mail. |
Beriruiblek the stralite plate armour (0 def, 13 armour) Beriruiblek the stralite plate armour (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training Str 48 [Rare] Psionic While equipped: defense ------ Armor +13 Fatigue +22% Resistance +2% physical +15% mind +6% temporal Mind save +10 (+5 eff.) Blind Resist +20% Disease Resist +10% A suit of armour made of metal plates. |
Beyrim (1 def, 0 armour) Beyrim (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% mind other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamlord the pair of rough leather boots (0 def, 1 armour) Gleamlord the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +15% mind Ignore resists +5% temporal defense ------ Armor +1 Resistance +3% temporal +9% mind +6% light A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Hurytir (0 def, 3 armour) Hurytir (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +9% mind defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) Mind save +12 (+6 eff.) Life +60.00 Silence Resist +20% other ------- Encumbrance +23 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Shockfear' (0 def, 3 armour) pair of iron boots 'Shockfear' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Wil offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +2% Resistance +5% cold +5% fire +12% temporal Life +40.00 other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olyrerig (0 def, 2 armour) Olyrerig (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +2 Cun +3 Mag offense ------ Physical Power +14 (+5 eff.) On-Hit 7 lightning Damage +5% lightning defense ------ Armor +2 Resistance +6% lightning +15% blight +7% darkness +7% light other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 74.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elugabeth the rough leather hat (0 def, 1 armour) Elugabeth the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% arcane Ignore resists +15% arcane defense ------ Armor +1 Fatigue +1% Resistance +3% mind A hat made of leather. Very stylish. |
stabilizing rough leather hat of constitution (+3) (0 def, 1 armour) stabilizing rough leather hat of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Physical save +13 (+6 eff.) A hat made of leather. Very stylish. |
elven-silk wizard hat of light (+18%) (3 def, 0 armour) elven-silk wizard hat of light (+18%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Defense +3 (+2 eff.) Resistance +18% light A pointy cloth hat, very wizardly... |
prismatic rough leather cap of dexterity (+3) (0 def, 1 armour) prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +10% light +11% darkness A cap made of leather. |
rough leather cap 'Radhyziladin' (0 def, 1 armour) rough leather cap 'Radhyziladin' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spellpower/crit +4 Ignore resists +15% mind When Hit 4 arcane defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold other ------- Mana/turn +0.08 Vim-on-crit +2.00 A cap made of leather. |
miner's hardened leather cap of the depths (0 def, 4 armour) miner's hardened leather cap of the depths (0 def, 4 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +14% cold other ------- Infravision +2 Breathe water A cap made of leather. |
Arobrewen (0 def, 5 armour) Arobrewen (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun offense ------ Ignore resists +25% temporal When Hit 4 arcane defense ------ Armor +5 Fatigue +5% Resistance +3% temporal Crit Resistance 15.00% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 Encumbrance 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. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
126 alchemist agate 126 alchemist agate0.0 Encumbrance 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. |
Dawnrip the brass lantern Dawnrip the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% lightning +3% temporal +6% light +3% blight +3% cold +5% arcane Life +41.00 other ------- 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +6% fire other ------- 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. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance 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. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Shiverzephyr [power 290] (15 cooldown) Shiverzephyr [power 290] (15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% cold When Hit 4 cold defense ------ Resistance +6% light +3% cold Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 334 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Xerileba the Morning's kiss [power 245] (25 cooldown) Xerileba the Morning's kiss [power 245] (25 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +15% light Ignore resists +5% light When Hit 2 light On-Hit (Melee): * 10% chance to slow global speed by 50% * 10 arcane resource burn Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 514 Base Damage: 265 Armor: 3 All Resist: 11 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
demon seed [wretchling] (17, body) demon seed [wretchling] (17, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (22, body) demon seed [dolleg] (22, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +3 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (15, finger) demon seed [fire imp] (15, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (17, finger) demon seed [quasit] (17, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (20, finger) demon seed [water imp] (20, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (21, finger) demon seed [uruivellas] (21, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (23, finger) demon seed [wretchling] (23, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (15, mainhand) demon seed [dolleg] (15, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 2 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (19, mainhand) demon seed [onilug] (19, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, mainhand) demon seed [water imp] (12, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (16, mainhand) demon seed [wretchling] (16, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (22, mainhand) demon seed [dúathedlen] (22, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (22, mainhand) demon seed [quasit] (22, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (17, offhand) demon seed [onilug] (17, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (16, offhand) demon seed [wretchling] (16, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +18% acid +18% darkness +18% blight Damage Reduction +8 acid +8 darkness +8 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (23, offhand) demon seed [dolleg] (23, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (21, offhand) demon seed [dúathedlen] (21, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Telepathy Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (21, offhand) demon seed [thaurhereg] (21, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (23, offhand) demon seed [uruivellas] (23, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Doom Storm Demon status: alive (100% life). The seed of a demon. |
Achievements
By Lord of Bright Halls v01 the Dwarf Adventurer level 12
7th Profit 122nd year of Ascendancy at 09:56 see stats
By Lord of Bright Halls v01 the Dwarf Adventurer level 10
2nd Acquisition 122nd year of Ascendancy at 02:34 see stats
By Lord of Bright Halls v01 the Dwarf Adventurer level 20
32nd Profit 122nd year of Ascendancy at 06:11 see stats
By Lord of Bright Halls v01 the Dwarf Adventurer level 15
15th Profit 122nd year of Ascendancy at 12:16 see stats
Log
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 65 fire damage.
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 0 fire damage.
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 0 fire damage.
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 0 fire damage.
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 0 fire damage.
Lord of Bright Halls v01's Flame Bolts hits Temporal hound for 0 fire damage.
Lord of Bright Halls v01's Flame Bolts killed Xovea the snow giant boulder thrower!
Resting starts...
Lord of Bright Halls v01 retunes the fabric of spacetime.
Lord of Bright Halls v01 deactivates Osmosis Shield.
Talent Flame Bolts is ready to use.
Talent Command Staff is ready to use.
Lord of Bright Halls v01 is no longer out of phase.
The fabric of time around Lord of Bright Halls v01 stabilizes to normal.
The powerful time-altering energies generate a restoration field on Lord of Bright Halls v01.
Talent Demon Seed is ready to use.
Lord of Bright Halls v01's skin returns to normal.
Talent Dimensional Step is ready to use.
The fabric of time around Lord of Bright Halls v01 returns to normal.
Talent Temporal Shield is ready to use.
Talent Eldritch Slam is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 67 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
Lord of Bright Halls v01 picks up ( .): Arobrewen (0 def, 5 armour).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).