Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a 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 mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 50 / 1102% |
Size | huge |
Lifes / Deaths | Killed by Spooky Charles's temporal clone at level 50 on the 9th Dusk 125th year of Ascendancy at 06:27 / 3Killed by Doomed Shade of Spooky Charles's temporal clone at level 50 on the 9th Dusk 125th year of Ascendancy at 07:05 Killed by Doomed Shade of Spooky Charles at level 50 on the 9th Dusk 125th year of Ascendancy at 07:06 |
Primary Stats
Strength | 227 (base 61) |
Dexterity | 150 (base 64) |
Constitution | 135 (base 60) |
Magic | 129 (base 60) |
Willpower | 94 (base 64) |
Cunning | 130 (base 66) |
Resources
Mana | 1524/1524 |
Steam | 125/125 |
Vim | 174/967 |
Life | -605/20930 |
Paradox | 300 |
Stamina | 1152/1152 |
Soul | 10/10 |
Healing Factor | 1.3603868864878 |
Regeneration | 203.12267221716 |
Speed
Mental | +219.50444507413% |
Attack | +219.50444507413% |
Movement | +398.3220911474% |
Spell | +219.50444507413% |
Global | +345% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 10 |
See Stealth | 100.50063307798 |
See Invisible | 100.50063307798 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 412 |
Accuracy | 118 |
Crit Chance | 121% |
APR | 241 |
Speed | 0.31 |
Offense: Spell
Spellpower | 108 |
Crit Chance | 90% |
Speed | 0.31298469095414 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 56% |
Speed | 0.31298469095414 |
Offense: Damage Bonus
Acid | +98% |
Blight | +115% |
Arcane | +98% |
Cold | +116% |
All | 0% |
Physical | +110% |
Lightning | +104% |
Light | +113% |
Temporal | +98% |
Mind | +104% |
Darkness | +113% |
Fire | +108% |
Nature | +118% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
All | 0% |
Physical | +113% |
Lightning | +98% |
Light | +98% |
Temporal | +98% |
Mind | +118% |
Darkness | +108% |
Fire | +98% |
Nature | +133% |
Defense: Base
Armour (hardiness) | 158.73774027176 (100%) |
Defense | 151 |
Ranged Defense | 156 |
Fatigue | 0 |
Physical Save | 189 |
Spell Save | 182 |
Mental Save | 181 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +124%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 58% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 780 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 212 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 15 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (31% of a turn) Is: a spell Description: Activate the rune to teleport up to 15 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 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 247% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.2 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gunslinging | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Fearfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Storm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.26 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.26 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.00 |
| 5/5 |
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| 5/5 |
Prodigies
| 1/1 |
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Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Elemental Discord |
talent | Raze |
talent | Feather Wind |
talent | Arcane Feed |
talent | Energy Decomposition |
talent | Bone Shield |
talent | Abyssal Shield |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 186. Intimidated |
beneficial effect | The target's accuracy and power have been increased by 36. 3 Fateweaver |
detrimental effect | The target has been splashed with acid, reducing armour by 62% (167). Armor Corroded |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
beneficial effect | The target's defense and saves have been increased by 36. 3 Spin |
beneficial effect | Increases attack, spell, and mind speed by 20%. 1 Time Dilation |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is weakened and lost, all damage it does is reduced by 79%. Woeful Darkness |
beneficial effect | The target is moving is 117% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the harried rogue to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: harried rogue (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +8. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.90). | done |
You failed to protect the lost sun paladin from death by Spooky Charles. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Old Forest. Escort: stranded daemon-powered (level 2 of Old Forest)As a reward you gained talent category Corruption / Shadowflame (at mastery 0.90). | done |
You successfully escorted the unfocused psion to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: unfocused psion (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 8 of Dreadfell. Escort: unfocused psion (level 8 of Dreadfell)As a reward you improved Cunning by +8. | 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 Minotaur. * 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1068. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * You've found the needed mummified bone. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed xorn fragment. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed multi-hued wyrm scale. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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
On feet | Steam Powered Boots (10 def, 18 armour) Steam Powered Boots (10 def, 18 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
On hands | Hand of the World-Shaper (0 def, 12 armour) 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 (+1 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 149% Range: 1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical 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 6.6 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 50.61 physical damage in a radius of 5 each turn for 9 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. |
On head | Earidig (31 def, 26 armour) Earidig (31 def, 26 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Dex +2 Wil +6 Cun dps ---------- Spell.crit +3% Crit.mult +15.00% Apr +8 Melee Ret 8 arcane ----- def ----- Armour +26 Defense +31 (+4 eff.) Fatigue +5% Resists +35% mind +12% all Phys.save +25 (+2 eff.) Mind.save +24 (+3 eff.) ---------- misc Vim/s.crit +1.00 Talents +4 Arcane Disruption Wave A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Wheel of Fate Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +16 Wil +13 Mag dps ---------- Spell.pwr +26 (+4 eff.) Dmg.mod +18% cold Res.pen +15% nature ----- def ----- Armour +6 Resists +36% cold Die.at -60.00 life Pinning- +21% Stun/Frz- +20% Knockbk- +20% Can be unequipped or rerolled. 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? |
Around neck | serendipitous stralite amulet of perfection (0.26 Steamtech / Blacksmith,0.26 Steamtech / Chemistry) serendipitous stralite amulet of perfection (0.26 Steamtech / Blacksmith,0.26 Steamtech / Chemistry)0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +13 Lck dps ---------- Acc +11 (+2 eff.) ----- def ----- Defense +13 (+2 eff.) Unseen.red 18% ---------- misc Masteries +0.26 Steamtech/Blacksmith +0.26 Steamtech/Chemistry Amulets make your neck look great! |
Main armor | voratun plate armour 'Xussra' (26 def, 41 armour) voratun plate armour 'Xussra' (26 def, 41 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +3% Dmg.mod +12% blight ----- def ----- Armour +41 Defense +26 (+3 eff.) Fatigue +14% Resists +28% cold Phys.save +13 (+1 eff.) Spell.save +11 (+1 eff.) Mind.save +22 (+2 eff.) Poison- +20% A suit of armour made of metal plates. |
Light source | Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+1 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 153, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 186.36 darkness damage (based on Mindpower and charge). Uses 6 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. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Around waist | drakeskin leather belt 'Airblood' drakeskin leather belt 'Airblood'1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +6 Cun +10 Lck dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +6% lightning +6% mind Res.pen +20% mind Melee Ret 6 mind ----- def ----- Resists +14% lightning +13% temporal +3% mind Phys.save +17 (+1 eff.) Stealth +15 ---------- misc T.Disarm +28 Infravis +6 A belt that goes around your waist. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
steam generator implant (steam 15) steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 17) steam generator implant of the psychic (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 745 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Rune of the Rift (526.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Inflicts 215.41 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 28; resist 32%; move 41%; dur 5; cd 20) ethereal rune of the wizard (power 28; resist 32%; move 41%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 32% all resistance, you move 41% faster, and you are invisible (power 28). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 138; cd 17) shatter afflictions rune of the psychic (absorb 138; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 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 Willpower 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 |
shatter afflictions rune of the psychic (absorb 114; cd 18) shatter afflictions rune of the psychic (absorb 114; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 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 Willpower 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 |
shielding rune of the wizard (absorb 506; dur 3; cd 14) shielding rune of the wizard (absorb 506; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 1 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 506 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
4 schematic: Ablative Armour 4 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Crit.chn- 7.00% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Acid Groove 10 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 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! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air Recycler 6 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Alchemist's Helper 10 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! 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 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 93.71 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
16 schematic: Armour Reinforcement 16 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Back Support 8 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +5% darkness ---------- misc Light -1 Infravis +2 See.Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Botanical Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 15.36 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Corrosive Shell 10 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 53. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! 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 T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Crystal Plating 11 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Deflection Field 7 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+0 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Explosive Shell 7 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 141.03 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) Requires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Fatal Attractor Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 968 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fiery Salve 7 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 32] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Remove 1 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fireproof Coating 7 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell 4 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Flare Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 2, which lights up the area and blinds for 4 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Flash Powder 12 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Focus Lens 8 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
14 schematic: Frost Salve 14 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 32] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Remove 1 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Fungal Web 10 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Galvanic Retributor 7 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) Requires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: dps ---------- Melee Ret 5 lightning Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Grounding Strap 8 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp 5 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 396] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Heal 396 Puts Talent Medical Injector on 9 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hook Shell 4 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Iron Grip 8 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 184% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 47. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Itching Powder 7 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 24% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Kinetic Stabiliser 13 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+0 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Lightning Coil 7 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Magnetic Shell 9 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 98. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Mana Coil 8 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Mental Stimulator 6 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+0 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Moss Tread 9 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 15.36 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 45% and have a 32% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 334] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Let you fight up to -334 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Power Distributor 5 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] The Power Distributor V2 ensures you have the energy where and when you need it, without any of the side effects like V1 had. Requires talents: - Therapeutics (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: iron power distributor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.10 Mana/turn +0.10 Psi/turn +0.10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
15 schematic: Razor Edge 15 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
14 schematic: Regeneration Salve 14 schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 483] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Heal 483 over 5 turns Puts Talent Medical Injector on 9 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket Boots 7 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 57.87 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rustproof Coating 5 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
14 schematic: Saw Projector 14 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 183.30 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Saw Shell 8 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 227% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Second Skin 6 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Edge 4 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 96.63 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Silver Filigree 7 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Solid Shell 7 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 227% physical weapon damage. The weight of the shot will knock the target back 3 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Spike Attachment 12 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Spring Grapple 12 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 151% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Steamgun 13 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
15 schematic: Steamsaw 15 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Thunder Grenade 11 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +1 Thunder Grenade Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 229.00 physical damage in radius 1. Creatures hit will also be stunned for 2 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap Coating 6 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 124.82 nature damage over 5 turns. The cannister has 968 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell 2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that contains a deadly toxin. Requires talents: - Explosives (4) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude toxic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Toxic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special toxic shot with your steamgun(s) at a target for 100% weapon damage as blight. The shot will release heavy metals into the target, inflicting 23.56 blight damage per turn and reducing their global speed by 43% for 7 turns. This talent does not use ammo as it is the ammo. Toxin strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Unstoppable Force Salve 6 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 79] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Increases all saves by 79 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral Needlegun 5 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 46.38 physical damage. Each creature hit has a 37% chance of being infected by a random disease, doing 12.66 blight damage and reducing either Constitution, Strength or Dexterity by 17 for 20 turns. The damage and disease effects increase with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry 4 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Just drop it down and watch the sparks fly when your enemies get near. Requires talents: - Mechanical (1) - Electricity (4) Requires ingredients: - lump of iron (3) Example Item: iron voltaic sentry 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Voltaic Sentry Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Place an electrically charged sentry device at a location. Every turn it will fire a bolt of electricity at a nearby enemy. The bolts do 37.23 lightning damage. The sentry has 968 life and lasts 10 turns. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell 2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Voltaic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 2 nearby enemies. Each bolt does 96.55 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Water Salve 10 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 32] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 247% efficiency and 78% cooldown modifier. Remove 1 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Waterproof Coating 10 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter 2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +4% light ---------- misc Light +1 See.Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Winterchill Edge 9 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
taint of blood snaring (340 damage and pin for 17 turns) taint of blood snaring (340 damage and pin for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 151.20 blight damage and pin them for 17 turns. You will loose 34 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of blood snaring (340 damage and pin for 17 turns) taint of blood snaring (340 damage and pin for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 151.20 blight damage and pin them for 17 turns. You will loose 34 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of blood snaring (340 damage and pin for 17 turns) taint of blood snaring (340 damage and pin for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 151.20 blight damage and pin them for 17 turns. You will loose 34 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of blood snaring (340 damage and pin for 17 turns) taint of blood snaring (340 damage and pin for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 151.20 blight damage and pin them for 17 turns. You will loose 34 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of darkness (34 extra stealth power for 17 turns) taint of darkness (34 extra stealth power for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Weave darkness around you, darkening the area and forcing you into stealth mode. Also increases your stealth and decreases your darkness resistance by 34 for 17 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of darkness (34 extra stealth power for 17 turns) taint of darkness (34 extra stealth power for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Weave darkness around you, darkening the area and forcing you into stealth mode. Also increases your stealth and decreases your darkness resistance by 34 for 17 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of gating (Summons a random horror) taint of gating (Summons a random horror)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of shattering (34% increased damage and resistance penetration for 34 turns) taint of shattering (34% increased damage and resistance penetration for 34 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: An aura of destruction surrounds you for 17 turns, increasing all your damage by 34% and granting 34% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 34%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the banshee (143 damage and confuse for 17 turns) taint of the banshee (143 damage and confuse for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: You release a scream full of pain and sorrow, all who hear it take 143.46 mind damage and are confused (68 power) for 17 turns. This scream is so powerful that you are silenced for 8 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the banshee (143 damage and confuse for 17 turns) taint of the banshee (143 damage and confuse for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Spell (31% of a turn) Is a spell Description: You release a scream full of pain and sorrow, all who hear it take 143.46 mind damage and are confused (68 power) for 17 turns. This scream is so powerful that you are silenced for 8 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the devourer (13 effects / 34 heal) taint of the devourer (13 effects / 34 heal)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the taint on a foe, removing up to 13 physical or magical effects, or any sustained talents from it and healing you for 34 per effect. Also removes a random effect or sustain from yourself (and heals). Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the reaper (34 extra physical power for 17 turns) taint of the reaper (34 extra physical power for 17 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Charge yourself with death for 17 turns. Everytime a creature dies you draw energy from it and regain 34 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 34 but decreases your spell save by 34. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 615 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+1 eff.) Spell.save +15 (+2 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Tysadas the steel amulet Tysadas the steel amulet0.1 T2 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Fatigue -5% Resists +6% cold Phys.save +11 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +16 (+2 eff.) HP.reg +2.00 Disease- +10% Confus- +14% Pinning- +20% Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 34 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fiery Choker Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 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. |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 408 strength, based on Magic) for 5 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 21 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (208). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Zemekkys' Broken Hourglass Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 3.0 Pwr.cost 29 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 2 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
stralite amulet 'Lisaranor' stralite amulet 'Lisaranor'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun ----- def ----- Armour +2 Resists +6% physical Phys.save +15 (+1 eff.) Spell.save +13 (+2 eff.) Mind.save +13 (+1 eff.) Stun/Frz- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
wanderer's stralite amulet of the eclipse wanderer's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% Melee+ 13 light 13 darkness Dmg.mod +11% light +13% darkness On Melee Ret: * 9% chance to blind * 11% chance to reduce damage dealt by 42% ----- def ----- Fatigue -8% HP.reg +4.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
cleansing voratun amulet of constitution (+10) cleansing voratun amulet of constitution (+10)0.1 T5 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +10 Con ----- def ----- Resists +23% nature +26% blight Poison- +30% Disease- +50% Amulets make your neck look great! |
voratun amulet 'Blindrage' voratun amulet 'Blindrage'0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +7 Dex dps ---------- Phys.pwr +30 (+3 eff.) Melee+ 14 light 15 darkness Dmg.mod +15% light +15% darkness Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 52% On Melee Ret: * 14% chance to blind * 14% chance to reduce damage dealt by 42% ----- def ----- Resists +21% darkness ---------- misc Stam/turn +3.09 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+0 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.69 cold and 8.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 34 power out of 60/60 This azure ring seems to be always moist to the touch. |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+1 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Ring of the Archlich Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Talent level: +0 Call of the Crypt. Talent level: +0 Rime Wraith. Talent level: +0 Dread. Talent level: +0 Call of the Mausoleum. Talent level: +0 Boneyard. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
sneakthief's stralite ring of arcana (+0.34/turn) sneakthief's stralite ring of arcana (+0.34/turn)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Silence- +40% ---------- misc Mana/turn +0.34 Rings make your fingers look great! |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
pixie's voratun ring pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +4 Mag dps ---------- Spell.pwr +10 (+1 eff.) Rings make your fingers look great! |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 175% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+4 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Temporal Shield -3 Time 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 (150% power, 12 apr, darkness element) Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.00(-) Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +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. |
Telos Spire of Power (146% power, 4 apr, blight element) Telos Spire of Power (146% power, 4 apr, blight element)5.0 T5 staff 2H weapon [Unique] Arcane Power 146% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Cun +7 Mag dps ---------- Spell.crit +30% Crit.mult +30.00% Spell.pwr +30 (+5 eff.) S.pwr/crit +7 Dmg.mod +37% acid +37% darkness +37% blight +37% cold +37% arcane +37% light ----- def ----- Dmg.Resnn +15% Affinity +15% acid +15% darkness +15% blight +15% cold +15% arcane +15% light Spell.save +16 (+2 eff.) Mind.save +16 (+2 eff.) Confus- +40% ---------- misc Vim/s.crit +6.00 Max.mana +100.00 Max.vim +50.00 Talents +1 Command Staff Turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns. Uses 9 power out of 15/15 Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers. |
Tidebreaker (148% power, 6 apr, lightning element) Tidebreaker (148% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 149% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Mag +20 Wil +16 Cun dps ---------- Spell.crit +12% Spell.pwr +19 (+3 eff.) S.pwr/crit +9 Dmg.mod +39% lightning ----- def ----- Resists +9% cold Phys.save +13 (+1 eff.) Spell.save +15 (+2 eff.) Mind.save +25 (+3 eff.) Disarm- +20% ---------- misc Max.vim +20.00 Talents +1 Command Staff This staff offers 39% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone vilestaff of wizardry (136% power, 6 apr, blight element) ethereal dragonbone vilestaff of wizardry (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +5% Spell.pwr +29 (+4 eff.) Dmg.mod +30% blight Phasing +23% ----- def ----- Defense +19 (+2 eff.) Shield.pwr +14% ---------- misc Max.mana +99.00 Talents +1 Command Staff This staff offers 30% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+3 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 4.5 Pwr.cost 11 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 138% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Dream Malleus (168% power, 5 apr) Dream Malleus (168% power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 168% Range: 1.5x Uses 110% Wil, 50% Mag, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +26 mind On Hit: * 14% chance to reduce all saves and defense by 53 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 264 damage over 5 turns and reducing armor and accuracy by 33 While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Crit.chn- 15.00% Mind.save +12 (+1 eff.) ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer 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. |
Laser Powered Giant Smasher (191% power, 0 apr) Laser Powered Giant Smasher (191% power, 0 apr)5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 191% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
blazebringer's voratun greatmaul of evisceration (180% power, 4 apr) blazebringer's voratun greatmaul of evisceration (180% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 180% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +80 fire On Crit: * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +17 (+2 eff.) All.spd +10% Res.pen +23% fire Massive two-handed mauls. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Latafayn (180% power, 5 apr) Latafayn (180% power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
Blizzardraven (190% power, 4 apr) Blizzardraven (190% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 191% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +126 fire While equipped: Stats +6 Dex +5 Mag +4 Wil dps ---------- S.pwr/crit +8 All.spd +11% Phys.spd +10% Res.pen +15% blight +24% fire Phasing +10% Acc +35 (+5 eff.) ----- def ----- Resists +3% cold Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr) Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 20% Con, 50% Mag 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 48 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 17 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
quick voratun greatsword of amnesia (173% power, 4 apr) quick voratun greatsword of amnesia (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +21 (+3 eff.) Massive two-handed swords. |
voratun greatsword 'Duskschism' (192% power, 4 apr) voratun greatsword 'Duskschism' (192% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 193% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Str +13 Dex +16 Mag +17 Wil +7 Cun +16 Con dps ---------- Phys.crit +19.0% Crit.mult +38.00% Dmg.mod +3% darkness Apr +17 ----- def ----- Resists +5% arcane +3% darkness Spell.save +15 (+2 eff.) Blind- +10% Disarm- +10% Massive two-handed swords. |
warbringer's voratun greatsword of torment (175% power, 4 apr) warbringer's voratun greatsword of torment (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 176% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +13% physical ----- def ----- Disarm- +35% Massive two-handed swords. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 3.0 Pwr.cost 46 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 20.53 cold damage and 19.96 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Trident of the Tides (191% power, 20 apr) Trident of the Tides (191% power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 191% Range: 1.4x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+2 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.5 Pwr.cost 34 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 170.57. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Zubille the Flaregore (186% power, 16 apr) Zubille the Flaregore (186% power, 16 apr)3.0 T5 trident 2H weapon [Random Unique] Nature/Master Power 186% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +20 fire On Hit.r1 +12 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +16 Str +13 Dex +16 Mag +17 Wil +14 Cun +19 Con dps ---------- Phys.pwr +19 (+2 eff.) Res.pen +17% physical ----- def ----- Disarm- +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hydra's Bite (168% power, 7 apr) Hydra's Bite (168% power, 7 apr)3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Wil, 40% Dex, 50% Mag 90% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Cautery Sword (150% power, 10 apr) Cautery Sword (150% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Sword of Potential Futures (133% power, 10 apr) Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 40% Wil, 70% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Blade of Distorted Time (150% power, 40 apr) Blade of Distorted Time (150% power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 149 temporal damage and slows enemies in radius 6 of the target by 159% based on Magic While equipped: dps ---------- Dmg.mod +30% physical +30% temporal ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 6 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 40% Wil, 110% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 26.41 arcane and 28.42 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+4 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Twilight's Edge (158% power, 7 apr) Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery 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 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+2 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. |
stralite longsword 'Torchbright' (140% power, 5 apr) stralite longsword 'Torchbright' (140% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 140% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +24 cold +8 fire While equipped: dps ---------- Dmg.mod +6% fire +3% temporal Acc +9 (+2 eff.) ----- def ----- Defense +9 (+1 eff.) Resists +9% fire +3% temporal Disarm- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Blood-Edge (157% power, 7 apr) Blood-Edge (157% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 40% Wil, 60% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+3 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Witch-Bane (152% power, 4 apr) Witch-Bane (152% power, 4 apr)3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +30 physical +14% confusion On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Ureslak's Femur (164% power, 5 apr) Ureslak's Femur (164% power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Olydur (135% power, 4 apr) Olydur (135% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 135% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +25 lightning +11 cold While equipped: dps ---------- S.pwr/crit +4 Mov.spd +37% Res.pen +15% lightning +8% cold Acc +8 (+1 eff.) ----- def ----- Defense +10 (+1 eff.) Mind.save +18 (+2 eff.) Disarm- +34% ---------- misc Mana/turn +0.04 One-handed war axes. |
Belonne the voratun waraxe (151% power, 6 apr) Belonne the voratun waraxe (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +11 Str +20 Dex +13 Mag +13 Wil +13 Cun +13 Con dps ---------- Phys.spd +10% Acc +35 (+5 eff.) Melee Ret 2 temporal ----- def ----- Defense +11 (+1 eff.) Resists +6% acid +6% fire +3% nature +12% lightning Die.at -40.00 life Blind- +22% Disarm- +38% One-handed war axes. |
Burnbolt (150% power, 6 apr) Burnbolt (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 temporal On Crit.r2 +20 fire On Crit: * Splash the target with acid dealing 264 damage over 5 turns and reducing armor and accuracy by 33 While equipped: dps ---------- Res.pen +5% lightning +12% all Acc +37 (+6 eff.) Apr +13 ----- def ----- Defense +12 (+2 eff.) Resists +9% lightning +9% fire Disarm- +43% One-handed war axes. |
Lisovea the voratun waraxe (165% power, 6 apr) Lisovea the voratun waraxe (165% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 166% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+1 eff.) Dmg.mod +3% mind Res.pen +19% physical Acc +14 (+2 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce armor by 52% ----- def ----- Resists +6% temporal Disarm- +35% ---------- misc Equi/ret +0.08 One-handed war axes. |
Voruma the voratun waraxe (167% power, 6 apr) Voruma the voratun waraxe (167% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 167% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 41 While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +13 (+1 eff.) Dmg.mod +15% physical Res.pen +11% physical Acc +20 (+3 eff.) ----- def ----- Armour +12 Resists +6% acid Poison- +22% Cut- +20% Disarm- +33% Confus- +20% Knockbk- +10% One-handed war axes. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 35% Cun, 50% Mag 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 50% Cun, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 65% Mag 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 5.4 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 120.75 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 0% Cun, 100% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+1 eff.) Spell.save +10 (+1 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Cun, 50% Mag 20% Dex Dmg Darkness Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 0% Cun, 50% Mag 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Cun, 50% Mag 20% Dex Dmg Light Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+1 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Eilinoba (152% power, 9 apr) Eilinoba (152% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +12 arcane On Crit.r2 +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 158 damage While equipped: Stats +3 Wil dps ---------- Phys.crit +13.0% Crit.mult +30.00% Apr +13 ---------- misc Max.mana +40.00 Max.vim +40.00 Sharp, short and deadly. |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 65% Cun, 50% Mag 35% Dex Dmg Physical Mastery Dagger Mastery 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. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 1362.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). Taintmarks boost the damage done. A thick venom drips from this mindstar. |
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+1 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 70% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 92.49 mind damage (based on Willpower) to all within radius 5. Uses 23 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage) Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 80% Wil, 80% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% cold +20% fire Res.pen +12% cold +12% fire ----- def ----- Resists +20% cold +20% fire Spell.save +12 (+2 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Eye of the Lost (115% power, 27 apr, mind damage) Eye of the Lost (115% power, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+3 eff.) See all other beings around you for 5 turns. Uses 15 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 34 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 82 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Overclocked Radius (133% power, 19 apr) Overclocked Radius (133% power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 250% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+1 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +1 Paradox Pool +2 Block Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Grinder (144% power, 20 apr) Grinder (144% power, 20 apr)3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 145% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Heartrend (133% power, 19 apr) Heartrend (133% power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+1 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Mirrorazor (143% power, 23 apr) Mirrorazor (143% power, 23 apr)3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 144% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +5.0% Atk.spd 100% Block +60 Dmg.conv 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +20 (+3 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 17 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
Relgukor the voratun steamsaw (65% power, 0 apr) Relgukor the voratun steamsaw (65% power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 On Crit: * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +10.00% Phys.pwr +12 (+1 eff.) Dmg.mod +6% blight On shield block: * Deals 237 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +18% physical +10% fire +9% light +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 Talents +3 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! |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Phys.spd +10% ----- def ----- Defense +12 (+2 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 5.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 108.39 physical damage, and inflicting bleeding for another 54.20 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Merkul's Second Eye Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Thaloren-Tree Longbow Thaloren-Tree Longbow4.0 T5 longbow 2H weapon [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
penetrating rough leather sling of piercing penetrating rough leather sling of piercing4.0 T1 sling 1H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +5% all +7% physical Acc +5 (+1 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
Poruba the Quenchrend Poruba the Quenchrend4.0 T2 sling 1H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +11 acid +20 physical While equipped: Stats +4 Str dps ---------- Dmg.mod +14% acid Res.pen +15% cold ----- def ----- Die.at -40.00 life Heal.mod +20% ---------- misc Max.stam +30.00 Slings are used to hurl stones or metal shots at your foes. |
Eldoral Last Resort Eldoral Last Resort4.0 T3 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 5 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
blazebringer's hardened leather sling of enduring blazebringer's hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego++] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +26 fire While equipped: Stats +5 Wil +7 Con dps ---------- All.spd +1% Res.pen +6% fire ----- def ----- Max.HP +25.00 Slings are used to hurl stones or metal shots at your foes. |
halfling hardened leather sling of enduring halfling hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +8 Wil +8 Con dps ---------- Dmg.mod +12% physical ----- def ----- Max.HP +70.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling of piercing penetrating hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +11% physical +5% all Acc +9 (+2 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
stormbringer's hardened leather sling of piercing stormbringer's hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +11 lightning +5 cold While equipped: dps ---------- Mov.spd +22% Res.pen +10% lightning +5% cold +7% all Acc +12 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
halfling reinforced leather sling of piercing halfling reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego++] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: dps ---------- Dmg.mod +14% physical Res.pen +9% all Acc +13 (+2 eff.) Apr +9 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Morningradiance' reinforced leather sling 'Morningradiance'4.0 T4 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 acid +20 light On Hit.r1 +20 fire On Hit: * 20% chance to reduce damage dealt by 42% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% acid Acc +13 (+2 eff.) ----- def ----- Resists +12% light +6% darkness ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike reinforced leather sling of true flight swiftstrike reinforced leather sling of true flight4.0 T4 sling 1H weapon [Ego++] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.crit +8.0% Phys.spd +10% Acc +7 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Drondil Drondil4.0 T1 steamgun 1H weapon [Rare] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +4 physical +4 mind +6 draining blight Uses 2.0 Steam While equipped: dps ---------- Mind.crit +3% Dmg.mod +12% mind ----- def ----- Die.at -20.00 life ---------- misc Reload +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of enduring iron steamgun of enduring4.0 T1 steamgun 1H weapon [Ego+] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Wil +6 Con ----- def ----- Max.HP +13.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xyna Xyna4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +9 (+2 eff.) Dmg.mod +14% physical Res.pen +25% mind ----- def ----- Resists +12% blight +9% mind +9% light HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid mighty steel steamgun of acid4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun of enduring overgrown steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: Stats +5 Wil +8 Con ----- def ----- Max.HP +25.00 HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Bokachak' steel steamgun 'Bokachak'4.0 T2 steamgun 1H weapon [Random Unique] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +16 mind Uses 2.0 Steam While equipped: Stats +1 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% Steampwr +9 (+2 eff.) Dmg.mod +14% physical Acc +18 (+3 eff.) ----- def ----- Resists +15% cold ---------- misc Psi/ret +0.04 Cooldown Trick Shot -2 Strafe -4 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Unlightrain' steel steamgun 'Unlightrain'4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% On Crit.r2 +12 physical Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +9% darkness Acc +8 (+1 eff.) ----- def ----- Resists +12% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of piercing dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% all Acc +5 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic dwarven-steel steamgun of piercing runic dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Arcane Vortex 3 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +6% arcane Res.pen +7% all Acc +8 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dreamweaver Dreamweaver4.0 T4 steamgun 1H weapon [Unique] Psionic/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +7% Steampwr +5 (+1 eff.) Mind.pwr +15 (+3 eff.) Throw the gun and cause it to explode, dealing by 374 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 12 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Glacia Glacia4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Tyrak Tyrak4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +6.0% Atk.spd 100% Range +9 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +5 Dex +4 Wil dps ---------- Mind.pwr +30 (+5 eff.) Res.pen +13% all Acc +11 (+2 eff.) Apr +13 ----- def ----- Defense +25 (+3 eff.) Phys.save +9 (+1 eff.) ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic stralite steamgun of recursion runic stralite steamgun of recursion4.0 T4 steamgun 1H weapon [Ego++] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +13% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of recursion stralite steamgun of recursion4.0 T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltpyre the voratun steamgun Boltpyre the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +14 fire On Hit.r1 +16 lightning Uses 2.0 Steam While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% physical +9% temporal +6% mind +18% fire Res.pen +7% physical +10% temporal +20% mind +12% all Acc +20 (+3 eff.) Apr +13 ----- def ----- Resists +21% lightning ---------- misc Reload +4 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's voratun steamgun of piercing warden's voratun steamgun of piercing4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% physical +8% temporal Res.pen +10% physical +5% temporal +11% all Acc +12 (+2 eff.) Apr +14 ---------- misc Reload +4 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver of Domination (20/20, 127% power, 8 apr) Quiver of Domination (20/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 50% Str, 50% Mag 60% Dex Dmg Mind 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. |
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 40% Wil, 50% Str, 70% Mag 60% Dex Dmg Bright light Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 174% power, 20 apr) The Titan's Quiver (18/18, 174% power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 40% Wil, 70% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 156% power, 120 apr) Void Quiver (0/0, 156% power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 40% Wil, 50% Str, 90% Mag 70% Dex Dmg Void Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Windhash the pouch of iron shots (17/17, 111% power, 1 apr) Windhash the pouch of iron shots (17/17, 111% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 111% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Proj.spd +200% Phasing +20% Ranged+ +8 cold On Hit.r1 +4 physical On Crit.r2 +6 cold On Hit: * 20% chance to slow global speed by 83% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
barbed pouch of iron shots of crippling (22/22, 124% power, 1 apr) barbed pouch of iron shots of crippling (22/22, 124% power, 1 apr)3.0 T1 shot ammo [Ego++] Master Power 124% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +17.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (15/15, 112% power, 1 apr) pouch of iron shots (15/15, 112% power, 1 apr)3.0 T1 shot ammo [Normal] Power 112% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
Morningspitter the pouch of steel shots (17/17, 135% power, 2 apr) Morningspitter the pouch of steel shots (17/17, 135% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 135% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 17 Ranged+ +12 lightning +7 nature +8 light On Crit.r2 +5 lightning +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 41 On Crit: * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots (25/25, 123% power, 2 apr) self-loading pouch of steel shots (25/25, 123% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 123% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 25 Rld cld 4 Shots are used with slings to pummel your foes to death. |
thought-forged pouch of steel shots of wind (20/20, 121% power, 2 apr) thought-forged pouch of steel shots of wind (20/20, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Psionic Power 122% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Rld cld 6 Proj.spd +200% Ranged+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 53 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 373 physical damage Shots are used with slings to pummel your foes to death. |
Mucusoath (18/18, 142% power, 3 apr) Mucusoath (18/18, 142% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 142% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 18 Ranged+ +4 lightning +12 nature On Hit.r1 +12 lightning +12 mind +12 nature On Crit.r2 +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 115% power, 7 apr) Scattermind (20/20, 115% power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 115% Range: 1.2x Uses 40% Wil, 60% Cun, 50% Mag 60% Dex Dmg Mind Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Shimmerquench the pouch of dwarven-steel shots (24/24, 145% power, 3 apr) Shimmerquench the pouch of dwarven-steel shots (24/24, 145% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 146% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +20 lightning +13 physical On Crit.r2 +20 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 377 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Blindwrither' (19/49, 138% power, 3 apr) pouch of dwarven-steel shots 'Blindwrither' (19/49, 138% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 49 Ranged+ +22 light +22 darkness +22 mind On Hit.r1 +22 darkness On Crit.r2 +22 light While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Korechik' (24/129, 165% power, 9 apr) pouch of dwarven-steel shots 'Korechik' (24/129, 165% power, 9 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 166% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +5.0% Capacity 129 Rld cld 4 Proj.spd +200% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of grasping (18/18, 141% power, 3 apr) psychokinetic pouch of dwarven-steel shots of grasping (18/18, 141% power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Psionic Power 142% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 377 physical damage * 20% chance to create vines that bind the target to the ground dealing 377 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Armirim the Blackviper (22/22, 154% power, 5 apr) Armirim the Blackviper (22/22, 154% power, 5 apr)3.0 T4 shot ammo [Rare] Master Power 154% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +21 Apr +5 Crit +5.5% Capacity 22 Proj.spd +220% Ranged+ +22 darkness On Hit: * 22% chance to reduce all saves and defense by 53 While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr) Frozen Shards (25/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Pouch of the Subconscious (20/20, 147% power, 15 apr) Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Spider's Fangs (20/20, 124% power, 8 apr) Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Nature Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Star Shot (20/20, 139% power, 15 apr) Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Fire 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, 148% power, 15 apr) Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical 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. |
barbed pouch of stralite shots of grasping (22/22, 165% power, 5 apr) barbed pouch of stralite shots of grasping (22/22, 165% power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Master Power 166% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 377 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
elemental pouch of stralite shots of torment (21/21, 152% power, 5 apr) elemental pouch of stralite shots of torment (21/21, 152% power, 5 apr)3.0 T4 shot ammo [Ego++] Arcane/Psionic Power 152% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 On Hit: * Create an explosion dealing 174 fire damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of accuracy (21/21, 152% power, 5 apr) pouch of stralite shots of accuracy (21/21, 152% power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 152% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of torment (19/19, 156% power, 5 apr) psychokinetic pouch of stralite shots of torment (19/19, 156% power, 5 apr)3.0 T4 shot ammo [Ego++] Psionic Power 156% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +33 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 377 physical damage Shots are used with slings to pummel your foes to death. |
Blackpower the pouch of voratun shots (20/20, 176% power, 6 apr) Blackpower the pouch of voratun shots (20/20, 176% power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 177% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 20 Proj.spd +240% Ranged+ +40 physical On Hit.r1 +16 blight +11 fire +16 darkness On Hit: * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 377 physical damage On Crit: * Wound the target dealing 522 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of crippling (21/21, 164% power, 6 apr) plaguebringer's pouch of voratun shots of crippling (21/21, 164% power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 164% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 21 Ranged+ +26 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 41 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of amnesia (24/24, 164% power, 6 apr) psychokinetic pouch of voratun shots of amnesia (24/24, 164% power, 6 apr)3.0 T5 shot ammo [Ego++] Psionic Power 164% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Ranged+ +13 physical On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 377 physical damage Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of annihilation (22/46, 176% power, 28 apr) sentry's pouch of voratun shots of annihilation (22/46, 176% power, 28 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 176% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +28 Crit +14.0% Capacity 46 Rld cld 3 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+3 eff.) Rng.Def +10 (+1 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Deflector (22 def, 11 armour, 230 block) Deflector (22 def, 11 armour, 230 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Defense +22 (+3 eff.) Fatigue +8% Phys.save +20 (+2 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Sanguine Shield (0 def, 15 armour, 220 block) Sanguine Shield (0 def, 15 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Lunar Shield (0 def, 20 armour, 250 block) Lunar Shield (0 def, 20 armour, 250 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 ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
The Black Wall (12 def, 9 armour, 200 block) 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 (+2 eff.) Rng.Def +15 (+2 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +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." |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
focusing Robe of the Worm of frost (+7%) (0 def, 0 armour) focusing Robe of the Worm of frost (+7%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +18% cold +7% all ---------- misc Mana/turn +0.14 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Rags of the Sanctuary of power (0 def, 0 armour) mindwoven Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +11 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +7% all ----- def ----- Resists +7% all Mind.save +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 31.16 to 38.95 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature +11% all Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+1 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% lightning +10% fire +10% cold +10% arcane +13% all Spell.save +20 (+2 eff.) Mind.save +15 (+2 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+3 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 2.5 Pwr.cost 29 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +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. |
Crimson Robe (12 def, 0 armour) 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 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 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 +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism 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. |
Galen's Flowing Robe (0 def, 0 armour) Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% physical +37% fire +37% arcane +37% cold ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
ancient elven-silk robe of protection (5 def, 4 armour) ancient elven-silk robe of protection (5 def, 4 armour)2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +8 Mag dps ---------- Dmg.mod +20% physical +22% temporal Res.pen +10% physical +10% temporal ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +15% all Phys.save +22 (+2 eff.) Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of life (0 def, 0 armour) fearwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +20% darkness +9% physical Res.pen +11% darkness +14% physical ----- def ----- Resists +13% blight +15% all Max.HP +74.00 HP.reg +3.90 Heal.mod +20% ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+2 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 15 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.78 to 173.35 lightning damage (115.57 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Cinderbender (9 def, 13 armour) Cinderbender (9 def, 13 armour)9.0 T3 light armor [Random Unique] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 5 fire Dmg.mod +6% fire Res.pen +15% blight ----- def ----- Armour +13 Defense +9 (+1 eff.) Fatigue +8% Resists +12% physical +18% fire Max.HP +54.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+1 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
The Untouchable (14 def, 12 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 (+2 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. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 12 Blood Grasp: Level 6.5 Pwr.cost 7 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 126.85 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 7 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 106.16 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour 'Deepsrigor' (33 def, 15 armour) drakeskin leather armour 'Deepsrigor' (33 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +5% blight Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce damage dealt by 42% ----- def ----- Armour +15 Defense +33 (+4 eff.) Fatigue +8% Resists +12% blight +30% fire Mind.save +20 (+2 eff.) HP.reg +7.80 ---------- misc Stam/turn +2.20 A suit of armour made of leather. |
nimble drakeskin leather armour of command (38 def, 14 armour) nimble drakeskin leather armour of command (38 def, 14 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +14 Defense +38 (+5 eff.) Fatigue +8% Mind.save +18 (+2 eff.) A suit of armour made of leather. |
volcanic drakeskin leather armour of the deep (20 def, 24 armour) volcanic drakeskin leather armour of the deep (20 def, 24 armour)9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 9 fire ----- def ----- Armour +24 Defense +20 (+3 eff.) Fatigue +8% Resists +14% acid +28% fire +13% physical +10% cold ---------- misc Breathe water A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 29 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 31.83 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+1 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+1 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+1 eff.) Fatigue +12% Phys.save +12 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+1 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+3 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+4 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+4 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cuirass of the Dark Lord (0 def, 30 armour) 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 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+1 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 233.25 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 15 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. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
grounding rough leather belt of burglary grounding rough leather belt of burglary1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +5 Lck ----- def ----- Resists +5% lightning +5% temporal Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Band of Protection Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Generate a personal shield that absorbs up to 340 damage and damages attackers striking the wearer for 18 fire damage while it lasts (based on Cunning). Uses 14 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 422, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
balancing hardened leather belt of containment balancing hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +9.0% Mind.crit +8% ----- def ----- Anom.red +12 Max.HP +70.00 ---------- misc Max.mana +51.00 Max.stam +35.00 Max.hate +12.00 Max.psi +28.00 Max.vim +25.00 Max.P.En +23.00 Max.N.En +28.00 A belt that goes around your waist. |
hardened leather belt 'Xolaith' hardened leather belt 'Xolaith'1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +4 (+0 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% blight +9% cold +6% light +9% nature Phys.save +10 (+1 eff.) Stealth +8 ---------- misc T.Disarm +10 Infravis +5 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +6 Mag +5 Cun +7 Lck ----- def ----- Stealth +10 ---------- misc T.Disarm +18 Mana/turn +0.37 Max.mana +32.00 Infravis +5 A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 8.2 Pwr.cost 17 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 43% chance to evade melee and ranged attacks and 109 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt 'Suntrail' drakeskin leather belt 'Suntrail'1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +5 (+0 eff.) Mind.pwr +20 (+4 eff.) Melee Ret 2 mind 4 light ----- def ----- Resists +3% light Mind.save +11 (+1 eff.) Anom.red +16 Max.HP +130.00 ---------- misc Mana/turn +0.59 Hate/m.crit +2.00 Max.mana +102.00 Max.stam +59.00 Max.hate +20.00 Max.psi +32.00 Max.vim +39.00 Max.P.En +34.00 Max.N.En +33.00 Light +2 A belt that goes around your waist. |
grounding drakeskin leather belt of life grounding drakeskin leather belt of life1.0 T5 belt armor [Ego] Nature While equipped: ----- def ----- Resists +13% lightning +10% temporal HP.reg +2.50 Heal.mod +30% A belt that goes around your waist. |
reinforced drakeskin leather belt of magery reinforced drakeskin leather belt of magery1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +10 Wil +8 Mag dps ---------- Spell.crit +5% ----- def ----- Armour +11 Defense +12 (+2 eff.) Phys.save +19 (+2 eff.) A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Flashserpent (9 def, 5 armour) Flashserpent (9 def, 5 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Defense +9 (+1 eff.) Resists +5% arcane +18% light Phys.save +14 (+1 eff.) Spell.save +19 (+2 eff.) Mind.save +21 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of fog (8 def, 0 armour) wyrmwaxed cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+1 eff.) Resists +7% acid +15% light +20% fire +7% lightning +7% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Has a 50% chance each turn to slash an adjacent enemy for 102 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 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 (+1 eff.) ----- def ----- Defense +10 (+1 eff.) Resists +15% mind Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 6 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 127 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) 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 (+1 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 4.2 Pwr.cost 16 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 4 random arcane explosions in the target area. Each explosion does 89.47 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. |
Cobrabreak the elven-silk cloak (3 def, 0 armour) Cobrabreak the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Cun +3 Con dps ---------- Dmg.mod +6% arcane +6% mind Res.pen +20% nature Acc +41 (+6 eff.) Apr +8 Melee Ret 8 arcane 6 mind ----- def ----- Defense +3 (+0 eff.) Fatigue -10% Max.HP +95.00 ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tundravalor (14 def, 0 armour) Tundravalor (14 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% cold Melee Ret 6 cold ----- def ----- Defense +14 (+2 eff.) Resists +25% acid +16% fire +29% cold +15% lightning Phys.save +13 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Jetbrace the pair of rough leather boots (0 def, 1 armour) Jetbrace the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +25% darkness +5% cold On Hit (Melee): * 10% chance to slow global speed by 83% * 10% chance to reduce damage dealt by 42% ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
fleetfooted pair of hardened leather boots of void walking (10 def, 3 armour) fleetfooted pair of hardened leather boots of void walking (10 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +1 Dex dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +3 Defense +10 (+1 eff.) Resists +17% darkness +13% temporal Def/telep +18 Res/telep +14% Dur/telep +18% A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 9 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 15.25 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 81.30 lightning and 83.69 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Elenukan the pair of drakeskin leather boots (0 def, 5 armour) Elenukan the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Mag +1 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+0 eff.) Mind.pwr +15 (+3 eff.) Mov.spd +10% Res.pen +10% mind +15% physical ----- def ----- Armour +5 Fatigue -10% Resists +15% cold +14% fire Mind.save +15 (+2 eff.) Max.HP +60.00 ---------- misc Stam/turn +0.90 Light +2 A pair of boots made of leather. |
Sunpython (0 def, 5 armour) Sunpython (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +4 Con dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +11 (+1 eff.) Res.pen +10% physical Acc +15 (+2 eff.) Melee Ret 10 fire ----- def ----- Armour +5 Blink to a nearby random location (rad 11) Puts all charms on 15 cooldown A pair of boots made of leather. |
Xytha the pair of drakeskin leather boots (0 def, 5 armour) Xytha the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +8 Dex dps ---------- Res.pen +25% blight ----- def ----- Armour +5 Resists +24% blight +24% fire +15% mind Spell.save +22 (+3 eff.) Stealth +15 HP.reg +4.93 Heal.mod +25% A pair of boots made of leather. |
eldritch pair of drakeskin leather boots of speed (0 def, 5 armour) eldritch pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +3 Wil +6 Mag dps ---------- Spell.crit +3% Mov.spd +25% ----- def ----- Armour +5 ---------- misc Mana/turn +0.26 Max.mana +35.00 A pair of boots made of leather. |
restorative pair of drakeskin leather boots of invasion (0 def, 5 armour) restorative pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 T5 feet armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Res.pen +8% physical ----- def ----- Armour +5 HP.reg +7.00 Heal.mod +10% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 19 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 46 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Cystjam the pair of voratun boots (13 def, 5 armour) Cystjam the pair of voratun boots (13 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Res.pen +13% physical Melee Ret 2 nature ----- def ----- Armour +5 Defense +13 (+2 eff.) Fatigue -5% Resists +9% acid +15% cold +9% nature +5% arcane Phys.save +9 (+1 eff.) ---------- misc Max.enc +43 Evasion: (Instant) Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 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 41% chance to evade melee and ranged attacks and 77 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 70% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 125% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
hardened leather gloves 'Brodilen' (0 def, 2 armour) hardened leather gloves 'Brodilen' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 7 fire Dmg.mod +6% fire Acc +5 (+1 eff.) Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Armour +2 Resists +9% lightning +6% fire +5% arcane Phys.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Disarm- +20% Unarmed combat: Power 123% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of regeneration (0 def, 6 armour) heroic hardened leather gloves of regeneration (0 def, 6 armour) 1.0 T2 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+1 eff.) Max.HP +47.00 HP.reg +2.10 ---------- misc Stam/turn +0.40 Psi/turn +0.13 Talents +5 Viral Needlegun Unarmed combat: Power 124% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Second Wind 1 On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 142.09 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Polyyata (30 def, 3 armour) Polyyata (30 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +4 Str +5 Wil dps ---------- Crit.mult +20.00% Phys.pwr +20 (+2 eff.) ----- def ----- Armour +3 Defense +30 (+4 eff.) HP.reg +11.00 ---------- misc Stam/turn +2.00 Max.stam +36.00 Unarmed combat: Power 128% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of spellstriking (0 def, 3 armour) brawler's drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Dex +4 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +8 (+1 eff.) Melee+ 9 arcane Dmg.mod +6% arcane ----- def ----- Armour +3 Resists +5% arcane Phys.save +6 (+0 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 130% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +5 Crit +9.0% Atk.spd 125% Melee+ +17 arcane On Hit: 10% Set Up 5 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of regeneration (0 def, 3 armour) drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +2.30 ---------- misc Stam/turn +0.80 Psi/turn +0.22 Unarmed combat: Power 129% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of the iron hand (0 def, 3 armour) drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +3 Wil +3 Con ----- def ----- Armour +3 Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 134% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Disarm 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves (0 def, 8 armour) heroic drakeskin leather gloves (0 def, 8 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +8 Mind.save +5 (+1 eff.) Max.HP +67.00 Unarmed combat: Power 142% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves (0 def, 7 armour) heroic drakeskin leather gloves (0 def, 7 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +9 (+1 eff.) Max.HP +56.00 Unarmed combat: Power 143% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of magic (+4) (0 def, 7 armour) heroic drakeskin leather gloves of magic (+4) (0 def, 7 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +8% arcane ----- def ----- Armour +7 Mind.save +7 (+1 eff.) Max.HP +64.00 Unarmed combat: Power 141% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +5 Crit +5.0% Atk.spd 125% Melee+ +10 arcane On Crit.r2 +11 arcane On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the iron hand (0 def, 7 armour) heroic drakeskin leather gloves of the iron hand (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +5 Str +5 Wil +5 Con ----- def ----- Armour +7 Mind.save +11 (+1 eff.) Max.HP +68.00 Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 144% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 13 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 40 addition nature damage over 3 turns (damage based on Cunning). Uses 7 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+1 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 50% Mag, 30% Cun, 40% Wil 60% Str, 30% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 50% Mag, 40% Str, 80% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Instill Fear: Level 4.5 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.62 mind and 20.49 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 48% 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 49. Terrified: Deals 4.85 mind and 5.07 darkness damage per turn and increases cooldowns by 73%. Haunted: Causes the target to suffer 7.62 mind and 7.96 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. |
brawler's voratun gauntlets of regeneration (0 def, 3 armour) brawler's voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+1 eff.) HP.reg +3.50 ---------- misc Stam/turn +0.80 Psi/turn +0.19 Cooldown Double Strike -1 Unarmed combat: Power 136% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +15 Crit +21.0% Atk.spd 100% On Hit: 10% Set Up 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour) brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +4 Dex +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +30 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +33% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +18.0% Atk.spd 100% Melee+ +18 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of sorrow (0 def, 7 armour) heroic voratun gauntlets of sorrow (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 25 mind 15 darkness On Hit (Melee): * 14% chance to reduce all saves and defense by 53 ----- def ----- Armour +7 Fatigue +5% Mind.save -3 (+0 eff.) Max.HP +57.00 Unarmed combat: Power 142% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 Ruined Earth: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 7 armour) heroic voratun gauntlets of war-making (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +16% Mind.crit +9% Crit.mult +10.00% ----- def ----- Armour +7 Fatigue +5% Mind.save +8 (+1 eff.) Max.HP +60.00 Unarmed combat: Power 147% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +21.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Taintrend' (0 def, 14 armour) voratun gauntlets 'Taintrend' (0 def, 14 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Cun +12 Con dps ---------- Res.pen +25% cold Acc +9 (+2 eff.) Melee Ret 8 acid ----- def ----- Armour +14 Hardiness +11% Fatigue +5% Resists +10% darkness +9% physical +18% nature +9% light Phys.save +9 (+1 eff.) Mind.save +9 (+1 eff.) Disarm- +45% ---------- misc Infravis +2 Unarmed combat: Power 135% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +42 light +29 darkness On Hit: 5% Stone Touch 5 On Hit: 10% Perfect Control 5 Starfall: Puts all charms on 12 cooldown Level 2.5 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 71.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of the juggernaut (0 def, 3 armour) voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +9 (+1 eff.) Disarm- +37% Unarmed combat: Power 137% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +8 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) 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 145% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
rough leather hat 'Airstun' (0 def, 1 armour) rough leather hat 'Airstun' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +4 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning ---------- misc See.Invis +3 A hat made of leather. Very stylish. |
thaloren hardened leather hat of fortune (0 def, 3 armour) thaloren hardened leather hat of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Lck +5 Wil dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +11% blight Mind.save +8 (+1 eff.) A hat made of leather. Very stylish. |
Kindleworm the drakeskin leather hat (0 def, 5 armour) Kindleworm the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +3% light Res.pen +10% physical Acc +15 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +2% physical +7% cold +12% lightning +6% fire Phys.save +24 (+2 eff.) ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
Poxweeper the drakeskin leather hat (0 def, 5 armour) Poxweeper the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +6 Cun +12 Str dps ---------- Dmg.mod +21% darkness On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Infravis +3 Skullcr.mult +3 Skullcracker: Puts all charms on 12 cooldown Level 5.4 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 483.5 Physical damage. If the attack hits, the target is confused (48% effect) for 6 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 hat made of leather. Very stylish. |
defender's drakeskin leather hat of absorption (5 def, 11 armour) defender's drakeskin leather hat of absorption (5 def, 11 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +5% Resists +6% all Phys.save +8 (+1 eff.) ---------- misc Stam/ret +1.10 Equi/ret +2.00 A hat made of leather. Very stylish. |
warlord's drakeskin leather hat of trickery (0 def, 5 armour) warlord's drakeskin leather hat of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +6 Wil +3 Cun dps ---------- Phys.pwr +9 (+1 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +9% physical Phys.save +13 (+1 eff.) A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. 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. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 11 out of 45/45. Range 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 18.28 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 43% 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 43. Terrified: Deals 4.43 mind and 4.63 darkness damage per turn and increases cooldowns by 65%. Haunted: Causes the target to suffer 6.79 mind and 7.09 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Xanenne (7 def, 10 armour) Xanenne (7 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Mind.pwr +30 (+5 eff.) S.pwr/crit +8 Dmg.mod +24% arcane ----- def ----- Armour +10 Defense +7 (+1 eff.) Fatigue +3% Resists +5% all Phys.save +11 (+1 eff.) ---------- misc Mana/s.crit +2.00 A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+1 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 57 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Noonbringer (0 def, 5 armour) Noonbringer (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +12% arcane +6% light Res.pen +15% light Melee Ret 2 arcane ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +23% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
Smeartreason (0 def, 5 armour) Smeartreason (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Wil +28 Lck dps ---------- Phys.crit +16.0% Spell.crit +14% Mind.crit +16% Res.pen +10% arcane Melee Ret 2 darkness On Hit (Melee): * 25% chance to slow global speed by 83% * 25% chance to reduce damage dealt by 42% ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Mind.save +15 (+2 eff.) ---------- misc Light +1 A cap made of leather. |
champion's drakeskin leather cap of trickery (0 def, 5 armour) champion's drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +4 Dex +4 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Mind.save +10 (+1 eff.) ---------- misc Light +1 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour) 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 (+1 eff.) Stun/Frz- +30% Skullcr.mult +2 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. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Burning Pain (3 def, 0 armour) Crown of Burning Pain (3 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +5% fire ----- def ----- Defense +3 (+0 eff.) Fatigue +4% Resists +5% fire Meteor Rain: Level 3.5 Pwr.cost 29 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 60.97 fire and 61.56 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 34 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+1 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 26 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 393.46 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+0 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 23 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Steam Powered Helm (3 def, 12 armour) 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! |
11 agate 11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 zircon 17 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
17 onyx 17 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli 24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 emerald 26 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 garnet 20 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 quartz 23 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 sapphire 22 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
45 jade 45 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
21 turquoise 21 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.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 ruby 20 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 amber 26 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 bloodstone 20 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 fire opal 29 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
32 diamond 32 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone 24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 pearl 32 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag 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 Con +5 Mag 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Goedalath Rock Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-2 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+1 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2072 alchemist agate 2072 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. |
71 alchemist bloodstone 71 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Yarerig the brass lantern Yarerig the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% acid Mind.save +6 (+1 eff.) HP.reg +4.00 Heal.mod +15% Knockbk- +10% ---------- misc Light +6 See.Stealth +6 See.Invis +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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc 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. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 23 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Ragodurek Ragodurek1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% all Apr +6 ----- def ----- Resists +9% lightning +5% arcane +9% mind Max.HP +51.00 ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 6.6 Pwr.cost 46 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 29.61 cold damage and 28.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 46 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +5% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hazespawn (dig speed 16 turns) Hazespawn (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +7% nature +12% acid Melee Ret 4 acid 4 cold On Hit (Melee): * 20% chance to reduce armor by 52% ----- def ----- Resists +12% nature +3% cold Max.HP +25.00 ---------- misc Max.stam +22.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 3.5 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 141.52 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/3) Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 312/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 322.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
overpowered iron torque of mindblast [power 145] (13 cooldown) overpowered iron torque of mindblast [power 145] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 61 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Sparkream [power 3] (15 cooldown) Sparkream [power 3] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 52% ----- def ----- Resists +3% lightning Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 81. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Flashtrial [power 460] (9 cooldown) Flashtrial [power 460] (9 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 53 ----- def ----- Resists +6% mind +6% light ---------- misc Mana/turn +0.04 Blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+1 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc 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 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Obsidianquick [power 380] (9 cooldown) Obsidianquick [power 380] (9 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Resists +3% blight +9% darkness Mind.save +3 (+0 eff.) Die.at -20.00 life Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 3. 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lisavena [power 170] (12 cooldown) Lisavena [power 170] (12 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Resists +3% mind Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+2 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 80 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 20 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Spooky Charles the Skeleton Brawler level 46
2nd Dusk 124th year of Ascendancy at 10:10 see stats
By Spooky Charles the Skeleton Brawler level 30
75th Haze 123rd year of Ascendancy at 18:24 see stats
By Spooky Charles the Skeleton Brawler level 46
9th Flare 124th year of Ascendancy at 05:01 see stats
By Spooky Charles the Skeleton Brawler level 38
18th Pyre 124th year of Ascendancy at 09:48 see stats
By Spooky Charles the Skeleton Brawler level 50
47th Dusk 124th year of Ascendancy at 14:56 see stats
By Spooky Charles the Skeleton Brawler level 50
73rd Dusk 124th year of Ascendancy at 19:52 see stats
By Spooky Charles the Skeleton Brawler level 50
8th Flare 125th year of Ascendancy at 10:05 see stats
By Spooky Charles the Skeleton Brawler level 50
38th Dusk 124th year of Ascendancy at 21:59 see stats
By Spooky Charles the Skeleton Brawler level 22
31st Haze 123rd year of Ascendancy at 12:07 see stats
By Spooky Charles the Skeleton Brawler level 6
73rd Dusk 122nd year of Ascendancy at 14:09 see stats
By Spooky Charles the Skeleton Brawler level 50
4th Haze 124th year of Ascendancy at 17:36 see stats
By Spooky Charles the Skeleton Brawler level 49
35th Dusk 124th year of Ascendancy at 04:17 see stats
By Spooky Charles the Skeleton Brawler level 15
2nd Allure 123rd year of Ascendancy at 11:08 see stats
By Spooky Charles the Skeleton Brawler level 39
38th Pyre 124th year of Ascendancy at 16:13 see stats
By Spooky Charles the Skeleton Brawler level 22
29th Haze 123rd year of Ascendancy at 10:01 see stats
By Spooky Charles the Skeleton Brawler level 37
1st Time of Balance 124th year of Ascendancy at 19:40 see stats
By Spooky Charles the Skeleton Brawler level 50
4th Haze 124th year of Ascendancy at 16:39 see stats
By Spooky Charles the Skeleton Brawler level 26
32nd Haze 123rd year of Ascendancy at 16:23 see stats
By Spooky Charles the Skeleton Brawler level 50
73rd Dusk 124th year of Ascendancy at 19:54 see stats
By Spooky Charles the Skeleton Brawler level 30
7th Decay 123rd year of Ascendancy at 01:34 see stats
By Spooky Charles the Skeleton Brawler level 10
42nd Haze 122nd year of Ascendancy at 22:11 see stats
By Spooky Charles the Skeleton Brawler level 20
19th Dusk 123rd year of Ascendancy at 18:58 see stats
By Spooky Charles the Skeleton Brawler level 30
75th Haze 123rd year of Ascendancy at 15:15 see stats
By Spooky Charles the Skeleton Brawler level 40
52nd Pyre 124th year of Ascendancy at 09:09 see stats
By Spooky Charles the Skeleton Brawler level 50
35th Dusk 124th year of Ascendancy at 09:00 see stats
By Spooky Charles the Skeleton Brawler level 38
18th Pyre 124th year of Ascendancy at 01:13 see stats
By Spooky Charles the Skeleton Brawler level 36
71st Regrowth 124th year of Ascendancy at 04:25 see stats
By Spooky Charles the Skeleton Brawler level 18
40th Regrowth 123rd year of Ascendancy at 11:31 see stats
By Spooky Charles the Skeleton Brawler level 11
8th Decay 122nd year of Ascendancy at 13:55 see stats
By Spooky Charles the Skeleton Brawler level 49
35th Dusk 124th year of Ascendancy at 04:50 see stats
By Spooky Charles the Skeleton Brawler level 10
42nd Haze 122nd year of Ascendancy at 22:12 see stats
By Spooky Charles the Skeleton Brawler level 50
4th Haze 124th year of Ascendancy at 13:53 see stats
By Spooky Charles the Skeleton Brawler level 31
2nd Allure 124th year of Ascendancy at 22:54 see stats
By Spooky Charles the Skeleton Brawler level 18
40th Regrowth 123rd year of Ascendancy at 11:57 see stats
By Spooky Charles the Skeleton Brawler level 10
45th Haze 122nd year of Ascendancy at 08:34 see stats
By Spooky Charles the Skeleton Brawler level 50
10th Allure 125th year of Ascendancy at 22:47 see stats
By Spooky Charles the Skeleton Brawler level 4
76th Pyre 122nd year of Ascendancy at 15:54 see stats
By Spooky Charles the Skeleton Brawler level 2
74th Pyre 122nd year of Ascendancy at 16:13 see stats
By Spooky Charles the Skeleton Brawler level 50
9th Dusk 125th year of Ascendancy at 06:27 see stats
By Spooky Charles the Skeleton Brawler level 45
8th Flare 124th year of Ascendancy at 17:28 see stats
Log
Spooky Charles's temporal clone HEALS from darkness damage!
Spooky Charles's temporal clone HEALS from mind damage!
Spooky Charles HEALS from physical damage!
Spooky Charles HEALS from light damage!
Spooky Charles HEALS from arcane damage!
Spooky Charles HEALS from lightning damage!
Spooky Charles HEALS from fire damage!
Spooky Charles HEALS from mind damage!
Spooky Charles HEALS from blight damage!
Doomed Shade of Spooky Charles's temporal clone HEALS from mind damage!
Doomed Shade of Spooky Charles HEALS from fire damage!
Doomed Shade of Spooky Charles HEALS from darkness damage!
Doomed Shade of Spooky Charles steals life from Spooky Charles!
Doomed Shade of Spooky Charles's temporal clone HEALS from mind damage!
Doomed Shade of Spooky Charles's temporal clone HEALS from arcane damage!
Melee retaliation hits Doomed Shade of Spooky Charles for 34 healing, 221 healing, 12 healing, 95 healing, 1 healing, 4 healing, 2 healing, 13 healing, 31 healing, 198 healing, 1 healing, 4 healing, 2 healing, 14 healing, 7 healing, 43 healing, (11 abyssal shield), (4 webs of fate), (2 dissipated), (4 absorbed), 0 fire, 4 healing (0 total damage) [689 healing].
Raze hits Doomed Shade of Spooky Charles for (5 abyssal shield), (2 webs of fate), (1 dissipated), (2 absorbed), 0 darkness, 7 healing (0 total damage) [7 healing].
Webs of Fate hits Doomed Shade of Spooky Charles's temporal clone for (12 dissipated), (22 absorbed), 0 mind, 8 healing (0 total damage) [8 healing].
Webs of Fate hits Spooky Charles for (13 abyssal shield), (4 dissipated), 9 mind, 5 healing, (52 abyssal shield), (16 dissipated), 37 physical, 20 healing (46 total damage) [25 healing].
Webs of Fate hits Doomed Shade of Spooky Charles's temporal clone for (5 dissipated), (8 absorbed), 0 mind, 2 healing, (18 dissipated), (31 absorbed), 0 arcane, 9 healing (0 total damage) [12 healing].
Doomed Shade of Spooky Charles receives 431 healing from Blood Splash.
Webs of Fate hits Spooky Charles's temporal clone for (0 dissipated), 0 mind, (2 dissipated), 0 fire, 1 healing, (0 dissipated), 0 mind, (0 dissipated), 0 darkness (0 total damage) [1 healing].
Doomed Shade of Spooky Charles hits Spooky Charles for (70 abyssal shield), (64 dissipated), 150 mind, 54 healing, (20 anti-healing), (69 abyssal shield), (78 dissipated), 972 physical, 213 healing, (78 anti-healing), (2 abyssal shield), (1 dissipated), 2 mind, (9 abyssal shield), (3 dissipated), 7 light, 4 healing, (5 abyssal shield), (2 dissipated), 4 mind, 2 healing, (23 abyssal shield), (7 dissipated), 16 lightning, 9 healing, (15 abyssal shield), (5 dissipated), 11 mind, 6 healing, (64 abyssal shield), (25 dissipated), 58 fire, 28 healing, (10 anti-healing), (63 abyssal shield), (59 dissipated), 137 mind, 49 healing, (18 anti-healing), (62 abyssal shield), (78 dissipated), 871 blight, 193 healing, (71 anti-healing), (2 abyssal shield), (1 dissipated), 2 mind, (9 abyssal shield), (3 dissipated), 7 light, 4 healing, (5 abyssal shield), (2 dissipated), 4 mind, 2 healing, (23 abyssal shield), (7 dissipated), 16 lightning, 9 healing, (15 abyssal shield), (5 dissipated), 11 mind, 6 healing, (60 abyssal shield), (26 dissipated), 61 fire, 28 healing, (10 anti-healing), (42 abyssal shield), (12 dissipated), 29 mind, 16 healing, (59 abyssal shield), (78 dissipated), 188 arcane, 62 healing, (23 anti-healing) (2544 total damage) [683 healing].
Doomed Shade of Spooky Charles hits Spooky Charles's temporal clone for (27 webs of fate), (17 dissipated), 0 mind, 20 healing, (105 webs of fate), (66 dissipated), 0 arcane, 77 healing (0 total damage) [96 healing].
Elemental Surge hits Spooky Charles for (68 abyssal shield), (23 dissipated), 53 mind, 27 healing, (10 anti-healing), (67 abyssal shield), (78 dissipated), 419 physical, 107 healing, (39 anti-healing) (472 total damage) [135 healing].
Elemental Surge hits Spooky Charles's temporal clone for (46 webs of fate), (29 dissipated), 0 mind, 34 healing, (182 webs of fate), (115 dissipated), 0 physical, 134 healing (0 total damage) [168 healing].
Melee retaliation misses Doomed Shade of Spooky Charles.
Doomed Shade of Spooky Charles performs a melee critical strike against Spooky Charles!
You unleash a confusing blast of mental energy!
Doomed Shade of Spooky Charles's spell attains critical power!