









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. Spell Merchants 1.7.4T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Brawler |
| Level / Exp | 50 / 225% |
| Size | medium |
| Lifes / Deaths | Killed by Chunt at level 13 on the 40th Retaking 124th year of Ascendancy at 18:28 5 / 2Killed by radiant horror at level 50 on the 28th Destruction 124th year of Ascendancy at 07:58 |
Primary Stats
| Strength | 65 (base 31) |
| Dexterity | 67 (base 48) |
| Constitution | 66 (base 41) |
| Magic | 31 (base 12) |
| Willpower | 56 (base 32) |
| Cunning | 68 (base 46) |
Resources
| Life | 1767/1767 |
| Stamina | 392/392 |
| Steam | 100/100 |
| Healing Factor | 1.5088369623248 |
| Regeneration | 29.045111524752 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 18 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Barehand
| Damage | 102 |
| Accuracy | 62 |
| Crit Chance | 49% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Lightning | +35% |
| Nature | +16% |
| Cold | +35% |
| Physical | +20% |
| Fire | +41% |
| All | +10% |
Offense: Damage Penetration
| Mind | +25% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 40 (44.574340358689%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 61%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 43%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Stun Resistance | 50% |
| Poison Resistance | 91% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 7 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -522 life. The duration and life will increase by 1% for every 1% life you have lost (currently 522 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Increases defense by 16. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 ---------- misc Talents +5 Flash Powder Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Crown of the Elements (0 def, 10 armour) 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+7 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning Acc +25 (+6 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning ---------- misc Light +7 This jeweled crown shimmers with colors. |
| Tool | Dazzlebore [power 81] (6/25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Acc +25 (+6 eff.) Melee Ret 4 light ----- def ----- Armour +4 Defense +30 (+7 eff.) ---------- misc Max.stam +20.00 Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's voratun ring of tenacity0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% nature +10% blight Max.HP +35.00 Poison- +21% Disease- +21% Disarm- +23% Pinning- +33% Knockbk- +36% Rings make your fingers look great! |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | stralite amulet 'Cleanseonslaught'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +4 Wil +7 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% nature Crit.chn- 15.00% ---------- misc See.Invis +18 Amulets make your neck look great! |
| Main armor | multi-hued drakeskin leather armour of Toknor (20 def, 8 armour) 9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +16% acid +20% physical +14% fire +16% lightning +19% cold HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A suit of armour made of leather. |
| Light source | Xeroleta1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Res.pen +25% mind +10% arcane ----- def ----- Mind.save +18 (+6 eff.) Max.HP +60.00 ---------- misc Equi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Stokehunt the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +6% fire Acc +7 (+1 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 30 ----- def ----- Defense +3 (+0 eff.) Resists +30% lightning +16% blight +16% nature +12% mind HP.reg +6.00 Heal.mod +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Runydir 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% ----- def ----- Fatigue -20% Resists +9% blight +1% physical Die.at -80.00 life Max.HP +42.00 ---------- misc Max.enc +50 Stam/turn +3.00 Max.stam +10.00 A belt that goes around your waist. |
Inventory
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 198; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -171; dur 7; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -171 life. The duration and life will increase by 1% for every 1% life you have lost (currently 171 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 349; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 284; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 361; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 361 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
enraging voratun amulet of magic (+9)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +9 Mag dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical Amulets make your neck look great! |
mindweaver's voratun amulet of mastery (0.40 Cunning / Survival)0.1 T5 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Mind.save +11 (+4 eff.) Confus- +24% ---------- misc Masteries +0.40 Cunning/Survival Amulets make your neck look great! |
savior's voratun amulet of willpower (+9)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Wil ----- def ----- Phys.save +25 (+11 eff.) Spell.save +17 (+8 eff.) Mind.save +23 (+8 eff.) Amulets make your neck look great! |
stabilizing voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 15 light 7 darkness Dmg.mod +11% light +11% darkness On Melee Ret: * 10% chance to reduce damage dealt by 25% * 8% chance to blind ----- def ----- Resists +30% temporal Pinning- +50% Knockbk- +32% Amulets make your neck look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +11 Rings make your fingers look great! |
pixie's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of the mountain (+14%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +14% physical ----- def ----- Resists +14% physical Phys.save +8 (+4 eff.) Rings make your fingers look great! |
treant's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight HP.reg +2.00 Poison- +13% Disease- +12% Stun/Frz- +22% Rings make your fingers look great! |
Velewen the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Spell.crit +5% Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +9% blight ----- def ----- Phys.save +14 (+7 eff.) ---------- misc Vim/s.crit +2.00 Hate/m.crit +2.00 Rings make your fingers look great! |
gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +21% fire +18% lightning +11% cold Rings make your fingers look great! |
marksman's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +7 (+3 eff.) Acc +8 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +12 (+4 eff.) Rings make your fingers look great! |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! |
wizard's gold ring of misery0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Melee+ 16 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 30 On Hit (Ranged): * 13% chance to reduce all saves and defense by 30 ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
sneakthief's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Mov.spd +14% Acc +16 (+4 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+5 eff.) Max.HP +82.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
wizard's stralite ring of nature (+20%)0.1 T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Spell.save +12 (+6 eff.) Rings make your fingers look great! |
psionicist's voratun ring of frost (+24%)0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +8 (+3 eff.) Rings make your fingers look great! |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+15 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+15 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
dragonbone magestaff 'Salorath' (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Cun dps ---------- Spell.crit +20% Crit.mult +19.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% arcane +24% mind Res.pen +16% physical Apr +7 ----- def ----- Resists +8% physical ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tarrihell the Stokefiend (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% arcane +6% fire Res.pen +20% arcane Acc +20 (+5 eff.) ----- def ----- Defense +26 (+6 eff.) Resists +12% acid Heal.mod +21% Poison- +21% Disarm- +70% Knockbk- +20% Massive two-handed battleaxes. |
Skysmasher (70-105 power, 17 apr)5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+3 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Twilight's Edge (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Abyssdream (46-59 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 45.5 - 59.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 fire Against +15% Unnatural On Hit.r1 +12 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% fire Res.pen +10% fire +10% physical On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +5% arcane +9% darkness Disarm- +22% Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 10.81 acid and 8.81 blight damage. If not cleared after five turns it will inflict 50.00 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 30% Cun, 35% Str, 35% Dex Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Annihilator4.0 T5 steamgun 2H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 88% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
The Shotgonne9.0 T5 steamgun 2H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Chillvagrant the quiver of yew arrows (20/20, 46-64 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +19.0% Capacity 20 Ranged+ +12 cold On Hit.r1 +20 cold On Crit.r2 +20 acid +20 cold +20 fire On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Bright's kiss the quiver of elven-wood arrows (18/18, 44-62 power, 14 apr)3.0 T4 arrow ammo [Rare] Arcane Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Ranged+ +20 temporal +29 cold On Hit.r1 +20 fire +20 mind +20 temporal On Crit.r2 +12 fire On Hit: * 20% chance to reduce all saves and defense by 30 Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (11/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Star Shot (13/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Thundercrack (0/16, 35-42 power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
marauder's drakeskin leather armour of natural resilience (27 def, 8 armour)9.0 T5 light armor [Ego++] Disrupt/Master While equipped: Stats +8 Str +6 Dex ----- def ----- Armour +8 Defense +27 (+6 eff.) Fatigue +8% Resists +18% nature +17% blight D.Red.from +11% Unnatural Phys.save +11 (+5 eff.) A suit of armour made of leather. |
multi-hued drakeskin leather armour of command (33 def, 12 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Armour +12 Defense +33 (+8 eff.) Fatigue +8% Resists +7% acid +19% physical +17% fire +5% lightning +13% cold Mind.save +16 (+6 eff.) A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+7 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 223.20 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Armantir the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +12% blight +3% cold +5% arcane Crit.chn- 5.00% Phys.save +10 (+5 eff.) HP.reg +4.00 A belt that goes around your waist. |
hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
drakeskin leather belt of burglary1.0 T5 belt armor [Ego+] Master While equipped: Stats +3 Dex +5 Cun +7 Lck ----- def ----- Stealth +12 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
insulating drakeskin leather belt of valiance1.0 T5 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Resists +5% fire +14% cold Mind.save +11 (+4 eff.) Max.HP +60.00 A belt that goes around your waist. |
noble's drakeskin leather belt of the mystic1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Spell.pwr +7 (+3 eff.) Against +26% Summoned ----- def ----- D.Red.from +31% Summoned Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Furnacefist (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +12 (+3 eff.) Resists +21% fire Phys.save +10 (+5 eff.) Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dagadig' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +2 Cun +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+5 eff.) Melee Ret 8 physical ----- def ----- Defense +2 (+0 eff.) Phys.save +6 (+3 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 50 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 68.63 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +19.00% Acc +13 (+3 eff.) Apr +11 ----- def ----- Defense +3 (+0 eff.) Resists +8% acid +7% fire +6% lightning +8% cold Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +5 Wil +5 Con dps ---------- Spell.pwr +9 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% acid +8% blight Res.pen +8% physical ----- def ----- Armour +5 Disease- +42% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Silence- +37% Confus- +34% Stun/Frz- +44% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tundrastoker (9 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +12 Defense +9 (+2 eff.) Fatigue +3% Resists +3% temporal +12% mind +9% cold Phys.save +6 (+3 eff.) HP.reg +4.00 Disarm- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Mov.spd +10% Dmg.mod +8% physical ----- def ----- Armour +4 Fatigue -1% Max.HP +34.00 ---------- misc Stam/turn +0.40 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Bethirin (10 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Melee+ 8 blight Dmg.mod +5% blight Acc +15 (+3 eff.) Apr +3 ----- def ----- Armour +2 Defense +10 (+2 eff.) Resists +6% blight Die.at -40.00 life ---------- misc Stam/turn +1.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +10 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Tugothad' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +24% temporal Res.pen +25% mind Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Fatigue +5% Resists +12% temporal Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 41.56 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
Quenchbrawn the hardened leather hat (20 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Resists +12% cold Die.at -40.00 life A hat made of leather. Very stylish. |
starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Con dps ---------- Dmg.mod +13% physical +10% darkness +8% light +14% arcane +12% temporal ----- def ----- Defense +3 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
defender's drakeskin leather cap of ire (6 def, 11 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +11 Defense +6 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +25 (+11 eff.) Mind.save +11 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
warlord's drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +7 Wil +3 Cun dps ---------- Phys.pwr +9 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +11 (+5 eff.) A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
26 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
43 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
35 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
47 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
44 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 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. |
213 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
nightwalker's brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's dwarven lantern of clarity1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +7 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +5 See.Stealth +24 See.Invis +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
stralite grapple0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
amazing healing salve [power 299] amazing healing salve [power 299]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 299 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 187] powerful pain suppressor salve [power 187]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -187 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 225] great pain suppressor salve [power 225]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -225 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +2 Defense +4 (+1 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sootobsidian (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Mag dps ---------- Crit.mult +20.00% S.pwr/crit +4 Res.pen +15% blight ----- def ----- Fatigue -6% Resists +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of deeplife (dig speed 17 turns)3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Resists +8% darkness Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Galudehir the Splendourmire [power 335] (6/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% blight +3% fire +9% nature ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 402 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Flamemonster' [power 335] (6/15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +7 Mag dps ---------- Phys.crit +5.0% Spell.pwr +15 (+7 eff.) Dmg.mod +6% fire Res.pen +10% physical Apr +3 Blast the opponent's mind dealing 368 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Xeriwe the yew totem of stinging [power 218] (6/11 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 Sting an enemy dealing 253 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing [power 356] (6/15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 58% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+9 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
quick dragonbone totem of healing [power 356] (6/10 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew wand of lightning storm [power 248] (6/15 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (334 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 144.10 temporal and 144.10 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
soothing dragonbone wand of shielding [power 542] (6/20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 542 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 77. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Chunt the Kruk Yeti Brawler level 3
11st Retaking 124th year of Ascendancy at 15:31 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chunt the Kruk Yeti Brawler level 12
22nd Retaking 124th year of Ascendancy at 18:14 see stats
Exterminator
Killed 1000 creatures.By Chunt the Kruk Yeti Brawler level 31
49th Pain 124th year of Ascendancy at 21:58 see stats
Level 10
Got a character to level 10.By Chunt the Kruk Yeti Brawler level 10
16th Retaking 124th year of Ascendancy at 14:07 see stats
Level 20
Got a character to level 20.By Chunt the Kruk Yeti Brawler level 20
6th Pain 124th year of Ascendancy at 07:44 see stats
Level 30
Got a character to level 30.By Chunt the Kruk Yeti Brawler level 30
48th Pain 124th year of Ascendancy at 18:09 see stats
Level 40
Got a character to level 40.By Chunt the Kruk Yeti Brawler level 40
5th Destruction 124th year of Ascendancy at 03:35 see stats
Level 50
Got a character to level 50.By Chunt the Kruk Yeti Brawler level 50
24th Destruction 124th year of Ascendancy at 14:57 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Chunt the Kruk Yeti Brawler level 46
20th Destruction 124th year of Ascendancy at 09:05 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Chunt the Kruk Yeti Brawler level 46
20th Destruction 124th year of Ascendancy at 09:05 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Chunt the Kruk Yeti Brawler level 31
50th Pain 124th year of Ascendancy at 18:06 see stats
Size is everything
Did over 1500 damage in one attack.By Chunt the Kruk Yeti Brawler level 36
31st Loss 124th year of Ascendancy at 00:15 see stats
Size matters
Did over 600 damage in one attack.By Chunt the Kruk Yeti Brawler level 32
26th Loss 124th year of Ascendancy at 08:40 see stats
That was close
Killed your target while having only 1 life left.By Chunt the Kruk Yeti Brawler level 47
21st Destruction 124th year of Ascendancy at 05:35 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Chunt the Kruk Yeti Brawler level 35
30th Loss 124th year of Ascendancy at 10:34 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Chunt the Kruk Yeti Brawler level 40
5th Destruction 124th year of Ascendancy at 09:34 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Chunt the Kruk Yeti Brawler level 23
8th Pain 124th year of Ascendancy at 17:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Chunt the Kruk Yeti Brawler level 32
32nd Dearth 124th year of Ascendancy at 00:35 see stats
Log
You collect a new ingredient: pouch of luminous horror dust (1).
Luminous horror misses Chunt.
Luminous horror casts Firebeam.
Radiant horror HEALS from fire damage!
Luminous horror hits Chunt for (23 flat reduction), 0 fire (0 total damage).
Chunt hits Radiant horror for 405 physical damage.
Chunt hits Luminous horror for 439 physical damage.
Chunt hits Luminous horror for 439 physical damage.
Chunt hits Luminous horror for 439 physical damage.
Chunt hits Luminous horror for 460 physical damage.
Chunt hits Luminous horror for 439 physical damage.
Chunt hits Luminous horror for 460 physical damage.
Chunt hits Radiant horror for 143 physical, 14 arcane, 4 lightning, 0 fire, 8 healing, 8 acid, 8 cold, 425 physical (602 total damage) [8 healing].
Radiant horror casts Searing Light.
The fabric of space around Chunt stabilizes to normal.
Chunt killed Luminous horror!
Chunt teleports some damage to Radiant horror!
Radiant horror hits Luminous horror for 52 teleported damage.
Radiant horror hits Chunt for (30 flat reduction), (52 teleported), 52 light (52 total damage).
Radiant horror casts Searing Light.
Radiant horror hits Chunt for (30 flat reduction), 104 light (104 total damage).
Chunt the level 50 kruk yeti brawler was sun baked to death by a radiant horror on level 3 of The Slumbering Caves.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Radiant horror killed Chunt!
Saving game...
Saving done.
Saving game...
Saving done.



































































































































































































