Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. 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:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 40 / 53% |
Size | medium |
Lifes / Deaths | Killed by Adulewyn the dremling at level 17 on the 15th Regrowth 123rd year of Ascendancy at 04:50 6 / 1 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 21 (base 12) |
Constitution | 31 (base 12) |
Magic | 104 (base 60) |
Willpower | 67 (base 48) |
Cunning | 65 (base 48) |
Resources
Mana | 490/490 |
Negative | 147/147 |
Vim | 186/186 |
Life | 848/848 |
Positive | 167/167 |
Psi | 167/167 |
Healing Factor | 1.4458714593979 |
Regeneration | 1.8073393242474 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +126% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 30.373702035834 |
See Invisible | 33.373702035834 |
Offense: Mainhand
Damage | 54 |
Accuracy | 17 |
Crit Chance | 36% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 72% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +158% |
Light | +16% |
Blight | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +35% |
Darkness | +40% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 28 (35.65183292883%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 45 |
Mental Save | 50 |
Defense: Resistances
Blight | + 42%( 70%) |
Cold | + 32%( 70%) |
All | + 23%( 70%) |
Darkness | + 70%( 70%) |
Light | + 41%( 70%) |
Lightning | + 39%( 70%) |
Mind | + 37%( 70%) |
Fire | + 27%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 76% |
Silence Resistance | 46% |
Knockback Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns and blocking 250 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1244% for 10 turns (368 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Star fury | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Dark Ritual |
talent | Arcane Shield |
talent | Kinetic Shield |
talent | Charged Shield |
talent | Shielding |
talent | Erupting Shadows |
talent | Essence of Speed |
talent | Premonition |
talent | Hymn of Detection |
talent | Bone Shield |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Velidawen the venom drake hatchling. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Ce'Newyn the orc warrior. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Vorothra the ghast. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 516. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 lumberjacks have died. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Purenigh the dragonbone starstaff (30-36 power, 6 apr, darkness element) Purenigh the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master 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 ------ Spell Crit +25% Critical power +26.00% Spellpower +15 (+3 eff.) Damage +30% darkness When Hit 2 nature defense ------ Resistance +6% lightning +10% blight Healmod +10% Blind Resist +20% Disease Resist +20% other ------- Mana/turn +0.39 Max mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
Light source | alchemist's lamp 'Hellwar' alchemist's lamp 'Hellwar'1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +8 (+4 eff.) Damage +3% mind Ignore resists +5% fire When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +6% mind Physical save +8 (+3 eff.) Healmod +18% Blind Resist +26% Confus Resist +16% other ------- Light +7 See Stealth +8 See Invisibility +11 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ebonymistress (5 def, 9 armour) Ebonymistress (5 def, 9 armour)2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil offense ------ Damage +6% darkness defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% blight +3% darkness +13% mind +4% all Physical save +8 (+3 eff.) Mind save +24 (+8 eff.) Confus Resist +29% A hat made of leather. Very stylish. |
On feet | pair of hardened leather boots 'Kodrakan' (0 def, 3 armour) pair of hardened leather boots 'Kodrakan' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 defense ------ Armor +3 Physical save +18 (+6 eff.) Mind save +16 (+5 eff.) Silence Resist +26% Confus Resist +31% Stun Resist +38% other ------- Infravision +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | overpowered stralite torque of psionic shield [power 155] (33 cooldown) overpowered stralite torque of psionic shield [power 155] (33 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 33 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring 'Demonpeal' stralite ring 'Demonpeal'0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +13 (+6 eff.) Damage +33% darkness Ignore resists +15% darkness Accuracy +15 (+8 eff.) Ignore Armor +13 When Hit 6 cold defense ------ Defense +12 (+3 eff.) Resistance +36% darkness Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | steel ring 'Neruba' steel ring 'Neruba'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +7 (+2 eff.) Ignore resists +10% arcane defense ------ Resistance +6% light Spell save +11 (+4 eff.) Life Regen +1.00 Disease Resist +10% Stun Resist +26% other ------- Max stamina +12.00 Rings make your fingers look great! |
Around neck | stralite amulet 'Yvowen' stralite amulet 'Yvowen'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Con defense ------ Defense +5 (+1 eff.) Resistance +15% lightning +18% light +6% fire +6% nature +20% darkness Blind Resist +53% Stun Resist +36% Knockbk Resist +20% other ------- Max hate +2.00 Max psi +30.00 Amulets make your neck look great! |
In main hand | Eilinona (36-43 power, 6 apr, darkness element) Eilinona (36-43 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 36.0 - 43.2 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: Stats +1 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +44 (+9 eff.) Damage +9% blight +36% darkness Ignore Shields +17% defense ------ Defense +25 (+6 eff.) Shield Power +17% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.04 Max mana +74.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +6 Resistance +7% darkness Mind save +5 (+2 eff.) Life +54.00 other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak | Xydama (1 def, 6 armour) Xydama (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore Armor +2 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold Spell save +6 (+2 eff.) Blind Resist +20% Silence Resist +20% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stargazer's silk robe of Linaniil (0 def, 0 armour) stargazer's silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +14% Spellpower +27 (+5 eff.) Damage +16% light +25% darkness defense ------ Resistance +13% all other ------- Mana/turn +0.28 Max mana +51.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the wizard (efficiency 247% / cooldown 89%) medical injector implant of the wizard (efficiency 247% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 247% efficiency and cooldown mod of 89%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 705%; cd 11) movement infusion (speed 705%; 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 705% 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. Press to compare to your current inscriptions |
movement infusion (speed 792%; cd 10) movement infusion (speed 792%; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 792% 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. Press to compare to your current inscriptions |
regeneration infusion (heal 314; 14 cd) regeneration infusion (heal 314; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 4; cd 10) wild infusion (res 19%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 4 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 sneak (res 30%; magical, physical; dur 2; cd 10) wild infusion of the sneak (res 30%; magical, physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 30% for 2 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. |
wild infusion of the titan (res 24%; physical; dur 3; cd 10) wild infusion of the titan (res 24%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 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. |
shatter afflictions rune (absorb 161; cd 14) shatter afflictions rune (absorb 161; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 4 turns and blocking 161 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 757; dur 7; cd 17) shielding rune of the duelist (absorb 757; dur 7; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 757 damage for 7 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 33; cd 17) teleportation rune (range 33; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Ablative Armour 3 schematic: Ablative Armour0.1 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: Acid Groove 2 schematic: Acid Groove0.1 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. |
5 schematic: Air Recycler 5 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. |
4 schematic: Antimagic Shell 4 schematic: Antimagic 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: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 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: Back Support schematic: Back Support0.1 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: Botanical Shell schematic: Botanical 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: Brain Cap schematic: Brain Cap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell 4 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: Crystal Edge schematic: Crystal Edge0.1 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: Crystal Plating 2 schematic: Crystal Plating0.1 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. |
8 schematic: Deflection Field 8 schematic: Deflection Field0.1 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. |
4 schematic: Explosive Shell 4 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. |
schematic: Fireproof Coating schematic: Fireproof 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. |
3 schematic: Flash Powder 3 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. |
6 schematic: Focus Lens 6 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. |
2 schematic: Frost Salve 2 schematic: Frost 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. |
4 schematic: Fungal Web 4 schematic: Fungal Web0.1 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: Grounding Strap 3 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: Hand Cannon 3 schematic: Hand Cannon0.1 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. |
4 schematic: Headlamp 4 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. |
3 schematic: Healing Salve 3 schematic: Healing 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. |
2 schematic: Hook Shell 2 schematic: Hook 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. |
4 schematic: Incendiary Groove 4 schematic: Incendiary Groove0.1 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: Iron Grip 3 schematic: Iron Grip0.1 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: Itching Powder 3 schematic: Itching 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: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 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: Lightning Coil 3 schematic: Lightning Coil0.1 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: Magnetic Shell 3 schematic: Magnetic 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. |
3 schematic: Mana Coil 3 schematic: Mana Coil0.1 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: Mental Stimulator 3 schematic: Mental Stimulator0.1 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. |
5 schematic: Moss Tread 5 schematic: Moss Tread0.1 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. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor 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. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 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. |
7 schematic: Razor Edge 7 schematic: Razor Edge0.1 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. |
6 schematic: Rocket Boots 6 schematic: Rocket Boots0.1 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. |
5 schematic: Saw Projector 5 schematic: Saw Projector0.1 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. |
7 schematic: Saw Shell 7 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: Second Skin 2 schematic: Second Skin0.1 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: Shocking Edge 3 schematic: Shocking Edge0.1 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. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 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: Silver Filigree schematic: Silver Filigree0.1 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: Spike Attachment 3 schematic: Spike Attachment0.1 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: Spring Grapple schematic: Spring Grapple0.1 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. |
4 schematic: Steamgun 4 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. |
6 schematic: Steamsaw 6 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: Thunder Grenade schematic: Thunder Grenade0.1 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: Thunderclap Coating 3 schematic: Thunderclap 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: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 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: Unstoppable Force Salve 2 schematic: Unstoppable Force 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. |
6 schematic: Viral Injector 6 schematic: Viral Injector0.1 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: Viral Needlegun 2 schematic: Viral Needlegun0.1 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: Voltaic Sentry 3 schematic: Voltaic Sentry0.1 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: Voltaic Shell 3 schematic: Voltaic 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. |
3 schematic: Water Salve 3 schematic: Water 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. |
3 schematic: White Light Emitter 3 schematic: White Light Emitter0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Demonbait Demonbait0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +9% lightning +6% nature +12% darkness Max Resistance +4% all Physical save +10 (+3 eff.) Poison Resist +20% Amulets make your neck look great! |
Hailstriker Hailstriker0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck +3 Con offense ------ Ignore resists +20% cold Accuracy +7 (+4 eff.) defense ------ Defense +5 (+1 eff.) Resistance +10% mind +3% cold Resist unseen 11% Confus Resist +26% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Nimbuswake' steel amulet 'Nimbuswake'0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +4 Damage +12% lightning +6% darkness Ignore resists +25% darkness +10% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +6% lightning +6% fire other ------- Mana/turn +0.30 Max mana +29.00 Amulets make your neck look great! |
Fiery Choker Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gleam's kiss the gold amulet Gleam's kiss the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +5 Dex +3 Mag +9 Wil +2 Cun offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Mindpower +33 (+11 eff.) Damage +5% acid +6% fire +6% cold +6% lightning defense ------ Resistance +6% light Mind save +9 (+3 eff.) Confus Resist +12% Amulets make your neck look great! |
gold amulet of the fish gold amulet of the fish0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +15% cold other ------- Breathe water Amulets make your neck look great! |
wanderer's gold amulet of strength (+4) wanderer's gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Galuneg Galuneg0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex offense ------ Critical power +10.00% Physical Power +9 (+4 eff.) Combat Speed +10% Damage +8% physical Ignore resists +20% blight When Hit 2 arcane defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +1.00 Max vim +20.00 Masteries +0.40 Corruption/Torture +0.40 Spell/Fire alchemy Amulets make your neck look great! |
Rotwild the copper ring Rotwild the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Wil offense ------ Damage +23% mind On-Hit (Melee): * 10% chance to slow global speed by 56% defense ------ Resistance +20% mind other ------- Light +1 Rings make your fingers look great! |
mule's copper ring mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
Eilinurin the Blastraider Eilinurin the Blastraider0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +15% lightning Ignore resists +25% blight defense ------ Resistance +9% blight +6% fire +9% lightning Blind Resist +30% other ------- Infravision +4 See Stealth +9 See Invisibility +10 Rings make your fingers look great! |
Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 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 Encumbrance 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? |
mule's steel ring of life mule's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -5% Life +49.00 Life Regen +9.00 Healmod +12% other ------- Encumbrance +24 Rings make your fingers look great! |
steel ring 'Dayglean' steel ring 'Dayglean'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +6% light defense ------ Resistance +12% darkness +12% fire Life Regen +4.00 Blind Resist +30% Confus Resist +10% other ------- Psi when Hit +0.04 Light +3 Infravision +4 See Stealth +6 See Invisibility +8 Rings make your fingers look great! |
steel ring 'Floewilter' steel ring 'Floewilter'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil offense ------ Physical Power +15 (+7 eff.) Spellpower +11 (+2 eff.) Mindpower +11 (+4 eff.) Damage +6% cold +4% all Ignore resists +5% fire defense ------ Resistance +6% cold +9% fire Mind save +8 (+3 eff.) Rings make your fingers look great! |
steel ring 'Nightvortex' steel ring 'Nightvortex'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +12% acid +18% darkness Ignore resists +25% mind When Hit 4 mind 6 darkness defense ------ Defense +12 (+3 eff.) Resistance +9% darkness Rings make your fingers look great! |
Bethanne the Glimmerlady Bethanne the Glimmerlady0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% cold +6% light +15% darkness Ignore resists +25% darkness defense ------ Resistance +28% cold other ------- Light +3 Rings make your fingers look great! |
gold ring 'Xanawen' gold ring 'Xanawen'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +4 Accuracy +10 (+5 eff.) Ignore Armor +10 defense ------ Defense +19 (+5 eff.) Life +42.00 Life Regen +14.00 Healmod +13% other ------- Vim-on-crit +1.00 Max vim +20.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Jetimmortal the stralite ring Jetimmortal the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +12% arcane +12% acid Ignore resists +15% acid defense ------ Resistance +30% acid +12% darkness +22% fire +25% cold +19% lightning Rings make your fingers look great! |
Glirerina the Dimquick Glirerina the Dimquick0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Mag offense ------ Spellpower +12 (+2 eff.) Mindpower +20 (+7 eff.) Damage +3% mind Ignore resists +5% mind Accuracy +13 (+7 eff.) Ignore Armor +17 When Hit 6 mind defense ------ Defense +11 (+3 eff.) Resistance +3% darkness Mind save +3 (+1 eff.) Blind Resist +38% other ------- Infravision +4 See Stealth +23 See Invisibility +18 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Blastnull the elven-wood starstaff (25-30 power, 5 apr, light element) Blastnull the elven-wood starstaff (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +25% light +27% lightning Ignore resists +15% blight +15% cold +15% mind defense ------ Resistance +21% lightning +12% mind other ------- Mana/turn +0.34 Max mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element) cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +15.00% Spellpower +12 (+2 eff.) Damage +25% lightning defense ------ Defense +9 (+2 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 122.48 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. |
lifebinding dragonbone magestaff of fate (30-36 power, 6 apr, cold element) lifebinding dragonbone magestaff of fate (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Nature 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: Stats +5 Con offense ------ Spell Crit +10% Spellpower +23 (+4 eff.) Damage +30% cold defense ------ Physical save +15 (+5 eff.) Spell save +11 (+4 eff.) Mind save +10 (+3 eff.) Life Regen +1.50 Healmod +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of fate (30-36 power, 6 apr, lightning element) surging dragonbone magestaff of fate (30-36 power, 6 apr, lightning 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 ------ Spell Crit +11% Spellpower +15 (+3 eff.) Spellpower/crit +11 Damage +30% lightning defense ------ Physical save +9 (+3 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's dwarven-steel greatmaul of shearing (42-63 power, 2 apr) blazebringer's dwarven-steel greatmaul of shearing (42-63 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Nature/Master Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +66 fire While equipped: offense ------ Global Speed +8% Ignore resists +10% all +10% fire Accuracy +21 (+11 eff.) Ignore Armor +13 Massive two-handed mauls. |
Dream Malleus (63-94 power, 5 apr) Dream Malleus (63-94 power, 5 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 25 [Unique] Master/Psionic Weapon Damage 63.0 - 94.5 Physical Uses 70% Wil, 70% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% On-hit +23 mind On-Hit, radius 1 +8 acid On Hit: * 19% chance to reduce all saves and defense by 29 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Cun +8 Wil offense ------ Mind Crit +5% Mindpower +15 (+5 eff.) Damage +10% mind +10% physical other ------- Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
flaming stralite greatsword (48-78 power, 3 apr) flaming stralite greatsword (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +17 fire Massive two-handed swords. |
stralite greatsword of persecution (48-77 power, 3 apr) stralite greatsword of persecution (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Disrupt Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Damage Against +21% Unnatural While equipped: Stats +6 Wil Massive two-handed swords. |
Uleldil the stralite steamsaw (32-47 power, 0 apr) Uleldil the stralite steamsaw (32-47 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Rare] Arcane/Steamtech Weapon Damage 31.5 - 47.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +73 On-Hit, radius 1 +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage Uses 1.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +15% temporal defense ------ Armor +20 Defense +8 (+2 eff.) Fatigue +10% Resistance +12% temporal Physical save +6 (+2 eff.) other ------- Max stamina +30.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing stralite steamsaw (33-50 power, 0 apr) arcing stralite steamsaw (33-50 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Arcane/Steamtech Weapon Damage 33.0 - 49.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +71 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
S.H. Spear S.H. Spear4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Unique] Psionic/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 90% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Mind Crit +2% Steampower +5 (+2 eff.) Mindpower +10 (+3 eff.) Steam Speed +10% Mind Speed +10% other ------- Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
blazebringer's stralite steamgun of enduring blazebringer's stralite steamgun of enduring4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Steam Pool [Ego++] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +27 fire Uses 2.0 Steam While equipped: Stats +8 Con +6 Wil offense ------ Global Speed +8% Ignore resists +12% fire defense ------ Life +32.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of enduring voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +13 Con +13 Wil defense ------ Life +88.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
linen robe 'Jetwrecker' (3 def, 2 armour) linen robe 'Jetwrecker' (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +30% darkness Ignore resists +15% darkness When Hit 6 arcane defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +5% arcane +7% all Physical save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Dazzlespike' (0 def, 0 armour) cashmere robe 'Dazzlespike' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Damage +15% blight +22% temporal +21% light +12% darkness Ignore resists +25% blight defense ------ Resistance +15% blight +22% temporal +11% all other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Pyrespitter' (0 def, 0 armour) cashmere robe 'Pyrespitter' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +22% lightning +30% fire When Hit 10 fire defense ------ Resistance +33% lightning +15% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
verdant elven-silk robe (0 def, 0 armour) verdant elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Con offense ------ Damage +15% nature defense ------ Resistance +15% all Poison Resist +27% Disease Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening drakeskin leather armour (20 def, 8 armour) enlightening drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Psionic While equipped: Stats +5 Cun +7 Wil defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Mind save +16 (+5 eff.) A suit of armour made of leather. |
fortifying stralite plate armour of clarity (0 def, 13 armour) fortifying stralite plate armour of clarity (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con defense ------ Armor +13 Fatigue +22% Resistance +8% mind Mind save +15 (+5 eff.) Life +63.00 A suit of armour made of metal plates. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 124.86 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
cashmere cloak 'Xildana' (32 def, 0 armour) cashmere cloak 'Xildana' (32 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +6 Str +4 Mag +4 Wil offense ------ Spell Crit +6% Damage +12% physical Ignore Armor +4 defense ------ Defense +32 (+8 eff.) Resistance +2% physical Physical save +12 (+4 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of implacability (2 def, 0 armour) marshal's cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Defense +2 (+1 eff.) Physical save +18 (+6 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life Life +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of Eldoral (3 def, 0 armour) restorative elven-silk cloak of Eldoral (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +1 Dex defense ------ Defense +3 (+1 eff.) Resistance +15% nature +16% blight Life Regen +6.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arossra (25 def, 1 armour) Arossra (25 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +25 (+6 eff.) Resistance +7% fire +12% cold Spell save +6 (+2 eff.) Unlife -80.00 life Poison Resist +20% Stun Resist +20% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +3% Silence Resist +20% Confus Resist +22% Stun Resist +26% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Khelydrakhad the drakeskin leather gloves (0 def, 3 armour) Khelydrakhad the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +6 Str +3 Mag +4 Wil +3 Con offense ------ On-Hit 15 blight Damage +11% blight Ignore resists +10% temporal defense ------ Armor +3 Resistance +25% blight Crit Resistance 15.00% 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. |
drakeskin leather gloves (0 def, 3 armour) drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 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. |
Oloregohir the dwarven-steel gauntlets (30 def, 6 armour) Oloregohir the dwarven-steel gauntlets (30 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +5 Dex +3 Con offense ------ On-Hit 11 darkness Damage +6% darkness Ignore resists +20% physical Ignore Armor +3 defense ------ Armor +6 Defense +30 (+8 eff.) Fatigue +3% Resistance +10% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 3.0 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.51 mind and 43.79 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 4.12 mind and 10.30 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 6.93 mind and 17.33 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
heroic voratun gauntlets of magic (+5) (0 def, 7 armour) heroic voratun gauntlets of magic (+5) (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Mag offense ------ Damage +7% arcane defense ------ Armor +7 Fatigue +5% Mind save +9 (+3 eff.) Life +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant voratun gauntlets of sorrow (0 def, 3 armour) radiant voratun gauntlets of sorrow (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +6 (+2 eff.) On-Hit 13 light 33 mind 30 darkness Damage +6% light On-Hit (Melee): * 15% chance to reduce all saves and defense by 29 defense ------ Armor +3 Fatigue +5% Resistance +10% light Mind save -10 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Haruhell the Gleambane (1 def, 0 armour) Haruhell the Gleambane (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Wil +2 Cun +1 Con offense ------ Damage +11% lightning +15% light defense ------ Defense +1 (+0 eff.) Resistance +16% lightning other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flashwilter (0 def, 5 armour) Flashwilter (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Dex +5 Mag +12 Wil offense ------ Spell Crit +3% Damage +11% blight +12% arcane Ignore resists +25% lightning +20% arcane defense ------ Armor +5 Fatigue +5% Resistance +11% blight +5% arcane +6% lightning Mind save +11 (+4 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.8 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
2 agate 2 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. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
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. |
zircon 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. |
3 aquamarine 3 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. |
2 opal 2 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
2 onyx 2 onyx0.0 Encumbrance 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. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
5 quartz 5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
484 alchemist agate 484 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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 394.09 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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 'Nightobsidian' (dig speed 30 turns) iron pickaxe 'Nightobsidian' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Damage +9% darkness defense ------ Resistance +3% darkness other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns) dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 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 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 616.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Miraneg the Obsidiansun [power 2] (25 cooldown) Miraneg the Obsidiansun [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% darkness +21% arcane Ignore resists +5% darkness +15% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% darkness +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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 penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Elalle' [power 55] (25 cooldown) steel torque of psionic shield 'Elalle' [power 55] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +8 Cun +4 Wil offense ------ Mindpower +10 (+3 eff.) defense ------ Crit Resistance 15.00% other ------- Psi when Hit +0.08 Max psi +20.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Emelubeth' [power 73] (25 cooldown) dwarven-steel torque of psionic shield 'Emelubeth' [power 73] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 44% defense ------ Resistance +12% blight +9% acid Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 16% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle 'Zerythel' [power 110] (25 cooldown) elm totem of summon tentacle 'Zerythel' [power 110] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +6 Wil offense ------ Spellpower/crit +10 Damage +6% mind Ignore Shields +30% other ------- Max vim +20.00 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: 266 Base Damage: 119 Armor: 2 All Resist: 8 Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Abyssfury [power 116] (20 cooldown) Abyssfury [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% mind +3% fire Ignore resists +20% lightning When Hit 2 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Nightpassion v01 the Shalore Adventurer level 35
5th Dusk 123rd year of Ascendancy at 21:12 see stats
By Nightpassion v01 the Shalore Adventurer level 34
3rd Dusk 123rd year of Ascendancy at 22:11 see stats
By Nightpassion v01 the Shalore Adventurer level 39
20th Dusk 123rd year of Ascendancy at 16:59 see stats
By Nightpassion v01 the Shalore Adventurer level 38
15th Dusk 123rd year of Ascendancy at 23:41 see stats
By Nightpassion v01 the Shalore Adventurer level 15
2nd Wintertide 123rd year of Ascendancy at 07:11 see stats
By Nightpassion v01 the Shalore Adventurer level 37
13rd Dusk 123rd year of Ascendancy at 22:05 see stats
By Nightpassion v01 the Shalore Adventurer level 32
45th Pyre 123rd year of Ascendancy at 21:38 see stats
By Nightpassion v01 the Shalore Adventurer level 22
50th Regrowth 123rd year of Ascendancy at 19:22 see stats
By Nightpassion v01 the Shalore Adventurer level 32
45th Pyre 123rd year of Ascendancy at 22:24 see stats
By Nightpassion v01 the Shalore Adventurer level 27
3rd Pyre 123rd year of Ascendancy at 03:31 see stats
By Nightpassion v01 the Shalore Adventurer level 33
5th Flare 123rd year of Ascendancy at 23:18 see stats
By Nightpassion v01 the Shalore Adventurer level 10
58th Dusk 122nd year of Ascendancy at 02:47 see stats
By Nightpassion v01 the Shalore Adventurer level 20
27th Regrowth 123rd year of Ascendancy at 16:38 see stats
By Nightpassion v01 the Shalore Adventurer level 30
27th Pyre 123rd year of Ascendancy at 02:28 see stats
By Nightpassion v01 the Shalore Adventurer level 40
44th Dusk 123rd year of Ascendancy at 22:49 see stats
By Nightpassion v01 the Shalore Adventurer level 27
2nd Pyre 123rd year of Ascendancy at 07:10 see stats
By Nightpassion v01 the Shalore Adventurer level 35
10th Dusk 123rd year of Ascendancy at 08:11 see stats
By Nightpassion v01 the Shalore Adventurer level 21
49th Regrowth 123rd year of Ascendancy at 14:10 see stats
By Nightpassion v01 the Shalore Adventurer level 37
14th Dusk 123rd year of Ascendancy at 00:07 see stats
By Nightpassion v01 the Shalore Adventurer level 13
68th Dusk 122nd year of Ascendancy at 00:45 see stats
By Nightpassion v01 the Shalore Adventurer level 17
14th Regrowth 123rd year of Ascendancy at 15:36 see stats
By Nightpassion v01 the Shalore Adventurer level 23
52nd Regrowth 123rd year of Ascendancy at 20:49 see stats
By Nightpassion v01 the Shalore Adventurer level 15
10th Allure 123rd year of Ascendancy at 21:22 see stats
By Nightpassion v01 the Shalore Adventurer level 33
2nd Dusk 123rd year of Ascendancy at 19:34 see stats
Log
Nightpassion v01 picks up (h.): shielding rune of the duelist (absorb 757; dur 7; cd 17).
Nightpassion v01 picks up ( .): S.H. Spear.
Lore found: S.H. Spear
You can read all your collected lore in the game menu, by pressing Escape.
Nightpassion v01 picks up ( .): drakeskin leather gloves (0 def, 3 armour).
Nightpassion v01 picks up (s.): schematic: Corrosive Shell.
Nightpassion v01 picks up ( .): stralite greatsword of persecution (48-77 power, 3 apr).
Nightpassion v01 picks up (U.): schematic: Rustproof Coating.
Nightpassion v01 picks up ( .): cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element).
Nightpassion v01 picks up ( .): arcing stralite steamsaw (33-50 power, 0 apr).
Nightpassion v01 picks up (R.): schematic: Poison Groove.
Nightpassion v01 picks up ( .): Dream Malleus (63-94 power, 5 apr).
Lore found: Dream Malleus
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
Nightpassion v01 picks up ( .): flaming stralite greatsword (48-78 power, 3 apr).
Nightpassion v01 picks up (c.): movement infusion (speed 792%; cd 10).
Saving game...
Saving done.
Nightpassion v01 vanishes from sight.