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. 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: 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.
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. 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 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 05: Various (Fatal) Warnings 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. 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
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: Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 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.
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! Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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. 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 04: Healing Reduction (v2) 1.0.0This 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: 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! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer (Technomaaturgist) |
Level / Exp | 34 / 36% |
Size | huge |
Lifes / Deaths | Killed by Ardha's temporal clone at level 34 on the 66th Regrowth 123rd year of Ascendancy at 08:55 / 1 |
Primary Stats
Strength | 188 (base 60) |
Dexterity | 107 (base 60) |
Constitution | 118 (base 60) |
Magic | 122 (base 60) |
Willpower | 96 (base 60) |
Cunning | 134 (base 60) |
Resources
Mana | 7/612 |
Life | -185/1230 |
Paradox | 635 |
Hate | 100/100 |
Equilibrium | 60 |
Vim | 232/232 |
Steam | 101/130 |
Positive | 98/149 |
Stamina | 327/364 |
Psi | 0/519 |
Healing Factor | 1.7614078647292 |
Regeneration | 151.92855135749 |
Speed
Mental | +60.565851590052% |
Attack | +60.565851590052% |
Movement | +438.86995082301% |
Spell | -2.2204460492503E-14% |
Global | +139.13729468741% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 10 |
See Stealth | 132.69392054703 |
See Invisible | 174.04940768146 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 228 |
Accuracy | 70 |
Crit Chance | 151% |
APR | 106 |
Speed | 0.62 |
Offense: Offhand
Damage | 236 |
Accuracy | 70 |
Crit Chance | 149% |
APR | 112 |
Speed | 0.62 |
Offense: Spell
Spellpower | 125 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 115 |
Crit Chance | 85% |
Speed | 0.62279743176846 |
Offense: Damage Bonus
Acid | +28% |
Blight | +40% |
Physical | +76% |
Cold | +28% |
All | +6% |
Lightning | +28% |
Darkness | +28% |
Fire | +38% |
Nature | +61% |
Offense: Damage Penetration
Acid | +52% |
Blight | +52% |
Physical | +52% |
Cold | +52% |
All | +20% |
Lightning | +52% |
Darkness | +57% |
Fire | +62% |
Nature | +52% |
Defense: Base
Armour (hardiness) | 6 (69.687909656376%) |
Defense | 120 |
Ranged Defense | 120 |
Fatigue | 0 |
Physical Save | 42.99 |
Spell Save | 42.88 |
Mental Save | 42 |
Defense: Resistances
Acid | + 49%( 74%) |
Blight | + 71%( 74%) |
Physical | + 48%( 74%) |
Cold | + 48%( 74%) |
All | + 48%( 74%) |
Lightning | + 52%( 74%) |
Light | + 51%( 74%) |
Temporal | + 40%( 74%) |
Mind | + 51%( 74%) |
Darkness | + 53%( 74%) |
Fire | + 63%( 74%) |
Nature | + 74%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Bleed Resistance | 63% |
Confusion Resistance | 48% |
Knockback Resistance | 16% |
Stun Resistance | 72% |
Poison Resistance | 100% |
Blind Resistance | 87% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 966% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Constitution 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 / Occult technomancy | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terrene technomancy | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Thaumaturgy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Dread | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 |
Spell / Galvanic technomancy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 6/5 |
| 7/5 |
| 7/5 |
| 5/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Keen Senses |
talent | Weapon Folding |
talent | Premonition |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Trained Reactions |
talent | Multicaster |
talent | Psiblades |
talent | Skate |
talent | Contingency |
talent | Elemental Harmony |
beneficial effect | Reduces nature damage received by 59%. Premonition Shield |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is in a magical frenzy, improving spellpower by 75. Bloodlust |
detrimental effect | The target is suffering from distracting wounds, and has a 15% chance to fail to use a talent and injure itself for 345 physical damage. Fumble |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is nearing the end, its resistance to physical and temporal damage have been reduced by 30%. Fold Fate |
beneficial effect | Increases all resists by 24%. Elemental Harmony |
detrimental effect | This character's flames are feeding the source, healing them for 11 per turn and giving them 6 vim. Devouring flames |
detrimental effect | The target is disabled, reducing movement speed by 39% and accuracy by 34. Disable |
detrimental effect | The target is burning, taking 56 damage per turn, split among it and burning foes in radius 7. Blazing Rebirth |
detrimental effect | The target has recently blinked through a wall using probability travel. Unstable Probabilites |
detrimental effect | The target is in the center of a lightning hurricane, doing 114.61 to 343.83 lightning damage to itself and others around every turn. Hurricane |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 32.43, and stamina regeneration by 6.49. Bloodbath |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of the savior · Ungrol of Last Hope's elixir of stoneskin |
beneficial effect | The target is moving is 117% faster. 3 Celerity |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target is rampaging! (+282% movement speed, +49% attack speed, +49% mind speed, +48% physical damage, +26 physical save, +26 mental save, 152/152 damage shrugged off this turn) Rampaging |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-1% global speed). Solipsism |
detrimental effect | The target is off balance and is 59% more likely to be crit by the target that set it up. In addition all its saves are reduced by 59. Set Up |
detrimental effect | All damage decreased by 10%. Dazzled |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 64%. Scoundrel's Strategies |
beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
beneficial effect | The target stands strong, increasing all resistances by 16.6% and resistance caps by 3.9%. Eternal Warrior |
detrimental effect | Currently Twisted Anomaly: Anomaly Temporal Clone Twist FateClones a random creature within range. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Old Forest. Escort: lost wyrmic (level 2 of Old Forest)As a reward you improved Willpower by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Daikara. Escort: stranded daemon-powered (level 2 of Daikara)As a reward you improved Magic by +8. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+5 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 150. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 bloated horror heart. * You've found the needed vial of wight ectoplasm. * You've found the needed naga tongue. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | Penitence (111% power, 4 apr, nature element) Penitence (111% power, 4 apr, nature element) 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+0 eff.) ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 This staff offers 30% resistance, 20% affinity to nature damage. (included above) Cure up to 6 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
On hands | alchemist's voratun gauntlets of the starseeker (0 def, 3 armour) alchemist's voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +2 Wil +3 Cun dps ---------- Melee+ 5 acid 4 fire 5 lightning 8 cold ----- def ----- Armour +3 Fatigue +5% Resists +7% light +6% darkness ---------- misc Infravis +1 Unarmed combat: Power 134% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +9 ice +17 fire +18 lightning +15 acid On Crit.r2 +20 light +10 darkness 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 178.64 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. |
Light source | brass lantern 'Blindfame' brass lantern 'Blindfame'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+0 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal ---------- 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. |
On head | Ebonybreak (0 def, 1 armour) Ebonybreak (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +2 Con dps ---------- Res.pen +5% darkness Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Die.at -40.00 life ---------- misc Breathe water A hat made of leather. Very stylish. |
On feet | Arayassra the Willowblur (0 def, 2 armour) Arayassra the Willowblur (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +3 Cun +8 Lck dps ---------- On Hit (Melee): * 10% chance to slow global speed by 85% ----- def ----- Armour +2 Resists +6% mind Stealth +6 ---------- misc Psi/ret +0.08 A pair of boots made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | solipsist's steel ring of pilfering solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 4.2 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 189% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +12% blight +3% nature +6% all Acc +10 (+3 eff.) Melee Ret 4 nature On Hit (Melee): * 10% chance to reduce armor by 56% ----- def ----- Resists +12% blight +15% nature 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 gold amulet of manastreaming serendipitous gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +8 Lck +3 Mag dps ---------- S.pwr/crit +2 Acc +7 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Unseen.red 12% ---------- misc Mana/turn +0.19 Max.mana +29.00 Amulets make your neck look great! |
In main hand | Serpent's Glare (91% power, 31 apr, nature damage) Serpent's Glare (91% power, 31 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 139% Wil, 50% Mag, 59% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 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 710.64 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. |
Around 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 +8 Mag +4 Cun +9 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +14 Mana/turn +0.16 Max.mana +34.00 Infravis +5 A belt that goes around your waist. |
In off hand | Eye of Summer (94% power, 37 apr, fire damage) Eye of Summer (94% power, 37 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 139% Wil, 50% Mag, 59% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +37 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+3 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. |
Cloak | Horim (21 def, 0 armour) Horim (21 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +4 Mag +4 Wil +6 Cun dps ---------- Melee Ret 4 physical ----- def ----- Defense +21 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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.) All.spd +15% 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 Talents +5 Arcane Dynamo Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter 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. |
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..." |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 80% / cooldown 62%) medical injector implant (efficiency 80% / cooldown 62%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 264% / cooldown 89%) medical injector implant of the warrior (efficiency 264% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 89%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 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 warrior (steam 19) steam generator implant of the warrior (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50; cd 15) healing infusion (heal 50; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 839%; cd 11) movement infusion of the duelist (speed 839%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 839% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 802%; cd 11) movement infusion of the sneak (speed 802%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 802% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 777%; cd 8) movement infusion of the titan (speed 777%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 777% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 1106%; cd 15) movement infusion of the warrior (speed 1106%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1106% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 873%; cd 14) movement infusion of the wizard (speed 873%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 873% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 387; 16 cd) regeneration infusion of the psychic (heal 387; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 516; 15 cd) regeneration infusion of the sneak (heal 516; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 43%; physical; dur 2; cd 16) wild infusion of the wizard (res 43%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, temporal, blight, fire, physical) Prismatic Rune (6 turns; acid, temporal, blight, fire, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 temporal, 5 blight, 4 fire, 2 physical 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 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 34; cd 20) shatter afflictions rune (absorb 34; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 142; cd 13) shatter afflictions rune of the titan (absorb 142; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 41; blocks 4; dur 4; cd 13) stormshield rune (threshold 41; blocks 4; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler 2 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. |
schematic: Alchemist's Helper 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. |
5 schematic: Antimagic Shell 5 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: 7 Cooldown: 9 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 183.96 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. |
2 schematic: Armour Reinforcement 2 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. |
schematic: Back Support 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: Botanical Shell 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: 7 Cooldown: 9 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 41.47 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. |
2 schematic: Corrosive Shell 2 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: 7 Cooldown: 9 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. |
2 schematic: Deflection Field 2 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. |
schematic: Explosive Shell 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: 7 Cooldown: 9 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 433.30 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: Fiery Salve 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 23] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 86% cooldown modifier. Remove 1 magical effects and grants a fiery aura (23% 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. |
schematic: Flare Shell 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: 7 Cooldown: 9 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. |
schematic: Flash Powder 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: 10 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. |
2 schematic: Focus Lens 2 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. |
schematic: Galvanic Retributor 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. |
schematic: Grounding Strap 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. |
schematic: Headlamp 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. |
5 schematic: Healing Salve 5 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 286] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 86% cooldown modifier. Heal 286 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. |
2 schematic: Hook Shell 2 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: 7 Cooldown: 9 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. |
2 schematic: Iron Grip 2 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: 10 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. |
schematic: Itching Powder 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: 18 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. |
4 schematic: Kinetic Stabiliser 4 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. |
2 schematic: Magnetic Shell 2 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: 7 Cooldown: 9 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 97. 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. |
schematic: Mana Coil 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. |
3 schematic: Mental Stimulator 3 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 (+1 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. |
schematic: Pain Suppressor Salve 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 241] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 86% cooldown modifier. Let you fight up to -241 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. |
schematic: Poison Groove 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. |
3 schematic: Power Distributor 3 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. |
4 schematic: Rocket Boots 4 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: 10 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 140.48 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. |
schematic: Rustproof Coating 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. |
2 schematic: Saw Projector 2 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: 13 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 562.73 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. |
schematic: Second Skin 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. |
schematic: Shocking Edge 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. |
2 schematic: Solid Shell 2 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: 7 Cooldown: 9 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. |
schematic: Spike Attachment 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. |
5 schematic: Spring Grapple 5 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: 12 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. |
5 schematic: Steamgun 5 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. |
3 schematic: Thunder Grenade 3 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: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 226.86 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. |
2 schematic: Thunderclap Coating 2 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. |
schematic: Toxic Cannister Launcher 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: 13 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 337.10 nature damage over 5 turns. The cannister has 959 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. |
schematic: Unstoppable Force Salve 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 57] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 86% cooldown modifier. Increases all saves by 57 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. |
schematic: Voltaic Shell 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: 7 Cooldown: 9 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 221.61 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. |
2 schematic: Water Salve 2 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 23] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 86% cooldown modifier. Remove 1 mental effects and grants a water aura (23% 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. |
schematic: Waterproof Coating 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. |
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... |
cleansing copper amulet of cunning (+2) cleansing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +13% nature +11% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% light +11% darkness Blind- +21% Amulets make your neck look great! |
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. |
Shadowparry the steel amulet Shadowparry the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Mind.crit +2% Crit.mult +20.00% Spell.pwr +4 (+0 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% acid +12% darkness +6% fire +5% cold +6% lightning Res.pen +5% arcane Melee Ret 10 blight ----- def ----- Mind.save +3 (+1 eff.) Amulets make your neck look great! |
steel amulet 'Erenarilathakor' steel amulet 'Erenarilathakor'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +8 Dex +7 Cun +7 Con dps ---------- Phys.pwr +15 (+1 eff.) Mov.spd +20% ----- def ----- Fatigue -8% Resists +1% physical HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +30.00 Amulets make your neck look great! |
wanderer's gold amulet of strength (+4) wanderer's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Zubeta Zubeta0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) S.pwr/crit +7 Dmg.mod +6% acid +5% fire +6% cold +3% arcane +5% lightning Res.pen +15% blight Melee Ret 4 arcane ----- def ----- Phys.save +18 (+0 eff.) Spell.save +13 (+0 eff.) Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.28 Max.mana +53.00 Amulets make your neck look great! |
Sunscar the copper ring Sunscar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +11% fire Res.pen +5% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce armor by 56% ----- def ----- Resists +6% acid +25% fire Rings make your fingers look great! |
marksman's copper ring of pilfering marksman's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+1 eff.) Disengage: Puts all charms on 6 cooldown Level 4.2 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 189% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring of sensing mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
warrior's copper ring of light (+20%) warrior's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% light ----- def ----- Armour +4 Resists +20% light Rings make your fingers look great! |
Kheliromihor the steel ring Kheliromihor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +4 Resists +15% nature +9% darkness +9% light Max.HP +31.00 Heal.mod +20% Disarm- +30% Pinning- +27% Knockbk- +29% Rings make your fingers look great! |
gladiator's steel ring of misery gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +1 Cun +5 Con dps ---------- Phys.pwr +6 (+0 eff.) Melee+ 8 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 54 On Hit (Ranged): * 14% chance to reduce all saves and defense by 54 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.2 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 164% weapon damage. If the attack hits, the target will bleed for 310% weapon damage over 7 turns, and all healing will be reduced by 64%. Rings make your fingers look great! |
treant's steel ring treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +12% Rings make your fingers look great! |
gold ring 'Snownail' gold ring 'Snownail'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +13 (+1 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +18% temporal +9% arcane +7% all Res.pen +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Sepsisrigor Sepsisrigor0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% nature +12% arcane Res.pen +10% arcane +10% nature Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +12 (+2 eff.) Resists +32% nature +5% arcane Max.HP +68.00 HP.reg +8.00 Heal.mod +14% Disengage: Puts all charms on 6 cooldown Level 4.2 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 189% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Lisuwyn the elm magestaff (100% power, 2 apr, cold element) Lisuwyn the elm magestaff (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +6% mind +10% cold ----- def ----- Resists +9% lightning +3% temporal +3% light ---------- misc Talents +1 Command Staff This staff offers 10% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 26 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash starstaff 'Ebonyfurnace' (111% power, 3 apr, temporal element) ash starstaff 'Ebonyfurnace' (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +3% darkness +15% temporal ----- def ----- Defense +12 (+2 eff.) Resists +6% blight +6% fire +3% acid ---------- misc Light +5 Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Illuminate: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 200.60 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Lelinarihir' (111% power, 3 apr, light element) ash starstaff 'Lelinarihir' (111% power, 3 apr, light element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Mag +8 Wil +7 Cun dps ---------- Spell.crit +2% Mind.crit +1% Spell.pwr +12 (+1 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +5 Dmg.mod +15% light +3% mind Res.pen +10% mind ---------- misc Talents +1 Command Staff This staff offers 15% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
greater ash vilestaff of channeling (111% power, 3 apr, blight element) greater ash vilestaff of channeling (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +20 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness +15% acid ---------- misc Mana/turn +0.10 Talents +1 Command Staff This staff offers 15% bonus to darkness, blight, acid, fire damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
Starstoker (120% power, 4 apr, blight element) Starstoker (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% blight +9% light Res.pen +25% light +25% nature +10% mind ----- def ----- Defense +10 (+2 eff.) Resists +9% nature ---------- misc Light +4 Talents +1 Command Staff This staff offers 20% bonus to blight damage. (included above) Illuminate: Puts all charms on 4 cooldown Level 4.2 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 234.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ethereal yew vilestaff of invocation (120% power, 4 apr, blight element) ethereal yew vilestaff of invocation (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+3 eff.) S.pwr/crit +7 Dmg.mod +20% blight Phasing +18% ----- def ----- Defense +14 (+2 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff This staff offers 20% bonus to blight damage. (included above) Conjure elemental energy in a radius 6 cone, dealing 207.19 to 248.63 blight damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood magestaff of greater warding (129% power, 5 apr, lightning element) blighted elven-wood magestaff of greater warding (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +17 (+2 eff.) Dmg.mod +25% lightning ----- def ----- Armour +8 Defense +8 (+1 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +14.00 Wards +3 lightning Talents +1 Command Staff +2 Ward This staff offers 25% bonus, 3 wards to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood magestaff of wizardry (129% power, 5 apr, cold element) blighted elven-wood magestaff of wizardry (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.crit +10% Spell.pwr +20 (+3 eff.) Dmg.mod +25% cold ---------- misc Vim/s.crit +1.00 Max.mana +21.00 Max.vim +24.00 Talents +1 Command Staff This staff offers 25% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (129% power, 5 apr, cold element) elven-wood magestaff of wizardry (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +18 (+2 eff.) Dmg.mod +25% cold ---------- misc Max.mana +68.00 Talents +1 Command Staff This staff offers 25% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of fate (129% power, 5 apr, fire element) infernal elven-wood vilestaff of fate (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +27.00% Spell.pwr +16 (+2 eff.) Melee+ 19 fire Dmg.mod +25% fire ----- def ----- Phys.save +8 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +9 (+3 eff.) ---------- misc See.Invis +10 Talents +1 Command Staff This staff offers 25% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Eilinessra the Hailreek (136% power, 6 apr, physical element) Eilinessra the Hailreek (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master 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: dps ---------- Phys.crit +9.0% Spell.crit +11% Crit.mult +41.00% Spell.pwr +30 (+4 eff.) Melee+ 22 arcane 30 fire Dmg.mod +15% arcane +30% physical Res.pen +5% arcane +15% cold ----- def ----- Resists +3% cold ---------- misc Max.mana +101.00 See.Invis +10 Talents +1 Command Staff This staff offers 30% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+0 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Isonn the steel battleaxe (122% power, 2 apr) Isonn the steel battleaxe (122% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 122% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 nature On Hit: * 20% chance to reduce strength, dexterity, and constitution by 45 While equipped: ----- def ----- Armour +4 Resists +6% acid +6% temporal Crit.chn- 5.00% Spell.save +3 (+0 eff.) Max.HP +40.00 Heal.mod +20% Silence- +20% Massive two-handed battleaxes. |
Relgaruidas the Frozenschism (119% power, 2 apr) Relgaruidas the Frozenschism (119% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane Power 120% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 blight +8 cold On Hit.r1 +7 fire On Crit.r2 +12 cold On Hit: * 10% chance to reduce strength, dexterity, and constitution by 45 * Create an explosion dealing 175 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +12% lightning ----- def ----- Resists +6% cold Massive two-handed battleaxes. |
inquisitor's steel battleaxe of crippling (127% power, 2 apr) inquisitor's steel battleaxe of crippling (127% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Disrupt/Master Power 127% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 165 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
stormbringer's stralite battleaxe of crippling (156% power, 3 apr) stormbringer's stralite battleaxe of crippling (156% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 156% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +20 lightning +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Mov.spd +38% Res.pen +19% lightning +13% cold Massive two-handed battleaxes. |
stralite battleaxe 'Obsidianwyrd' (154% power, 3 apr) stralite battleaxe 'Obsidianwyrd' (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 155% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 blight +8 darkness On Hit.r1 +19 fire On Crit.r2 +12 darkness On Hit: 20% Epidemic 4 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 45 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 43% ----- def ----- Resists +5% arcane Disease- +34% Massive two-handed battleaxes. |
voratun battleaxe 'Hazeraze' (184% power, 4 apr) voratun battleaxe 'Hazeraze' (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 185% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 292 damage over 5 turns and reducing armor and accuracy by 37 While equipped: Stats +10 Str dps ---------- Dmg.mod +18% temporal +16% physical +6% cold Acc +30 (+8 eff.) Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 118% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 4.2 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 144% damage. If the attack hits, the target's armour and saves are reduced by 22 for 8 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 72% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Airsquall (148% power, 2 apr) Airsquall (148% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 149% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 lightning +9 darkness Against +9% Living On Hit.r1 +10 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
Unridunakath the steel greatmaul (132% power, 2 apr) Unridunakath the steel greatmaul (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 133% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Curse of Impotence 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 45 While equipped: Stats +2 Str +3 Dex +2 Mag dps ---------- Res.pen +10% physical Acc +13 (+3 eff.) Apr +10 ---------- misc Infravis +1 Massive two-handed mauls. |
Kilnrend (149% power, 2 apr) Kilnrend (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 149% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +9 Str +13 Dex +7 Mag +13 Wil +9 Cun +9 Con dps ---------- S.pwr/crit +8 Res.pen +12% all Acc +23 (+6 eff.) Apr +10 Melee Ret 2 fire ----- def ----- Defense +16 (+2 eff.) Disarm- +39% ---------- misc Mana/s.crit +2.00 Massive two-handed mauls. |
flaming iron greatsword (111% power, 1 apr) flaming iron greatsword (111% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 111% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
Aerabreth the Rotstrike (131% power, 2 apr) Aerabreth the Rotstrike (131% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 131% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 mind On Hit.r1 +7 fire On Crit.r2 +12 mind On Hit: * 10% chance to reduce all saves and defense by 54 On Crit: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +7 (+0 eff.) Dmg.mod +3% nature Massive two-handed swords. |
Darksting the steel greatsword (125% power, 2 apr) Darksting the steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 125% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +7 temporal On Crit.r2 +4 mind While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% physical Acc +10 (+3 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 43% ----- def ----- Resists +12% temporal Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Massive two-handed swords. |
quick steel greatsword of evisceration (127% power, 2 apr) quick steel greatsword of evisceration (127% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 127% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +10.0% Phys.pwr +7 (+0 eff.) Phys.spd +10% Acc +13 (+3 eff.) Massive two-handed swords. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
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 115% Wil, 50% Mag 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. |
balanced stralite greatsword of massacre (173% power, 3 apr) balanced stralite greatsword of massacre (173% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 173% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +45% Massive two-handed swords. |
chilling stralite greatsword of the mystic (162% power, 3 apr) chilling stralite greatsword of the mystic (162% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 162% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 cold While equipped: Stats +6 Wil +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Massive two-handed swords. |
enhanced stralite greatsword of crippling (156% power, 3 apr) enhanced stralite greatsword of crippling (156% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 156% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +16 Str +9 Dex +5 Mag +14 Wil +10 Cun +5 Con dps ---------- Phys.crit +19.0% Massive two-handed swords. |
stralite greatsword of torment (160% power, 3 apr) stralite greatsword of torment (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 160% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
Overcutter (107% power, 12 apr) Overcutter (107% power, 12 apr)3.0 T1 steamsaw 2H weapon [Unique] Steamtech Power 107% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +2.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +8 (+1 eff.) Fatigue +10% ---------- misc Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
iron longsword (104% power, 2 apr) iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword (101% power, 2 apr) iron longsword (101% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 101% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Boltsting the steel longsword (129% power, 3 apr) Boltsting the steel longsword (129% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 129% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +12 lightning While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +20 (+3 eff.) Resists +5% arcane +15% temporal Sharp, long, and deadly. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 90 acid damage in a 4 radius ball. This damage will increase by 68% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
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 100% Wil, 50% Mag 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. |
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 100% Wil, 50% Mag 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. |
arcing iron mace of phasing (104% power, 8 apr) arcing iron mace of phasing (104% power, 8 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +10% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 175 damage Blunt and deadly. |
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 100% Wil, 50% Mag 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 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
dwarven-steel mace 'Gugorn' (146% power, 4 apr) dwarven-steel mace 'Gugorn' (146% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Master Power 146% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +15 (+4 eff.) Apr +7 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +7 (+1 eff.) Resists +3% light +5% arcane Spell.save +3 (+0 eff.) Disarm- +32% Blunt and deadly. |
iron waraxe of massacre (118% power, 2 apr) iron waraxe of massacre (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 118% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Aryta the Duskcast (121% power, 3 apr) Aryta the Duskcast (121% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +20 arcane +12 physical On Crit.r2 +12 arcane While equipped: dps ---------- Dmg.mod +12% darkness +9% physical Acc +17 (+4 eff.) ----- def ----- Defense +9 (+1 eff.) Die.at -80.00 life Disarm- +28% One-handed war axes. |
Noonspike (109% power, 3 apr) Noonspike (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 109% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +8 fire On Crit.r2 +8 acid On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Res.pen +5% acid Acc +8 (+2 eff.) ----- def ----- Resists +3% acid +1% physical Die.at -60.00 life One-handed war axes. |
Unlighthack (101% power, 3 apr) Unlighthack (101% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 101% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +30% On Hit.r1 +8 mind While equipped: Stats +5 Wil +3 Mag dps ---------- Crit.mult +20.00% Spell.pwr +9 (+1 eff.) Dmg.mod +9% darkness Res.pen +25% arcane Melee Ret 4 darkness ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 One-handed war axes. |
Armythel the Moldvile (129% power, 4 apr) Armythel the Moldvile (129% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 130% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 175 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +6% nature +5% cold Res.pen +11% cold Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% nature +5% arcane Disarm- +28% One-handed war axes. |
Ivariwe the Frostobsidian (147% power, 5 apr) Ivariwe the Frostobsidian (147% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 147% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex +2 Wil +3 Cun dps ---------- Phys.crit +9.0% Phys.pwr +9 (+1 eff.) Res.pen +10% all Acc +17 (+4 eff.) Apr +5 Melee Ret 6 cold ----- def ----- Crit.chn- 5.00% One-handed war axes. |
Morningidol the stralite waraxe (136% power, 5 apr) Morningidol the stralite waraxe (136% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Psionic Power 137% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +4 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +9 Str +7 Dex +7 Mag +17 Wil +6 Cun +17 Con dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +11.00 One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 78% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron dagger of massacre (113% power, 5 apr) balanced iron dagger of massacre (113% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 113% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +21% Sharp, short and deadly. |
hateful iron dagger of erosion (100% power, 5 apr) hateful iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness +5 nature Against +5% Living Sharp, short and deadly. |
iron dagger of projection (98% power, 5 apr) iron dagger of projection (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 99% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
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, 74% Cun, 50% Mag 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 (+3 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, 80% Cun, 50% Mag 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. |
balanced steel dagger of crippling (108% power, 6 apr) balanced steel dagger of crippling (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 108% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +23% Sharp, short and deadly. |
steel dagger 'Chalezilakor' (109% power, 6 apr) steel dagger 'Chalezilakor' (109% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 109% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 85% While equipped: ----- def ----- Resists +15% mind +15% temporal Crit.chn- 10.00% Mind.save +12 (+4 eff.) Silence- +20% Sharp, short and deadly. |
Moldnoon (120% power, 7 apr) Moldnoon (120% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 121% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +19% Unnatural On Crit.r2 +16 nature On Hit: * 20% chance to slow global speed by 85% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +1 Str +2 Con ----- def ----- Defense +15 (+2 eff.) Resists +12% fire Die.at -20.00 life Heal.mod +5% Blind- +20% Sharp, short and deadly. |
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, 32% Cun, 50% Mag 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. |
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% Mag, 80% 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 (+0 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. |
dwarven-steel dagger 'Boltvenom' (116% power, 7 apr) dwarven-steel dagger 'Boltvenom' (116% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Psionic Power 116% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +16 temporal On Hit.r1 +4 temporal On Crit.r2 +8 acid +15 nature On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% acid +7% nature Apr +5 ----- def ----- Resists +3% lightning +6% temporal Sharp, short and deadly. |
dwarven-steel dagger 'Haridunagrim' (117% power, 7 apr) dwarven-steel dagger 'Haridunagrim' (117% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 117% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 darkness Against +12% Living On Hit.r1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 54 While equipped: dps ---------- Phys.crit +2.0% Res.pen +25% physical On Hit (Melee): * 20% chance to slow global speed by 85% ----- def ----- Resists +6% blight +6% cold Sharp, short and deadly. |
Ulfurek (133% power, 9 apr) Ulfurek (133% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 134% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Str +3 Wil dps ---------- Dmg.mod +9% physical Acc +21 (+5 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +9% nature +3% temporal Crit.chn- 15.00% Spell.save +3 (+0 eff.) Disarm- +44% Sharp, short and deadly. |
slime-covered stralite dagger of projection (134% power, 9 apr) slime-covered stralite dagger of projection (134% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Disrupt/Psionic Power 134% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 85% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
thought-forged stralite dagger of amnesia (134% power, 9 apr) thought-forged stralite dagger of amnesia (134% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 134% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 mind On Hit: * 18% chance to reduce all saves and defense by 54 * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
balanced voratun dagger of projection (146% power, 9 apr) balanced voratun dagger of projection (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 146% Range: 1.3x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +12 (+2 eff.) Disarm- +30% Sharp, short and deadly. |
Darktrail (94% power, 12 apr, mind damage) Darktrail (94% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 95% 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 +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 darkness While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +1% physical Phys.save +3 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Equi/ret +0.50 Max.stam +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (77% power, 12 apr, nature damage) mossy mindstar (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 77% 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 +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (75% power, 12 apr, nature damage) mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% 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 +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar (77% power, 12 apr, nature damage) nature's mossy mindstar (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 77% 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 +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +2% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hettalegen the Nimbustrencher (81% power, 18 apr, mind damage) Hettalegen the Nimbustrencher (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 82% 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 +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 lightning While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% lightning +6% arcane +12% mind Melee Ret 6 arcane ----- def ----- Resists +9% mind Mind.save +5 (+2 eff.) ---------- misc Psi/turn +0.70 Equi/ret +0.08 Max.psi +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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% cold +8% fire +8% physical ----- 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. |
nature's thorny mindstar of balance (96% power, 24 apr, nature damage) nature's thorny mindstar of balance (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 96% 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 +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +5 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Disease- +16% ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of life (94% power, 24 apr, mind damage) wyrm's thorny mindstar of life (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 95% 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 +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 5 lightning 4 physical 4 cold 5 fire 5 acid ----- def ----- Resists +5% lightning +4% physical +3% cold +5% acid +5% fire Max.HP +21.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of balance (104% power, 32 apr, nature damage) gifted pulsing mindstar of balance (104% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 105% 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 +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+3 eff.) ----- def ----- Phys.save +6 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful pulsing mindstar of flames (108% power, 32 apr, mind damage) hateful pulsing mindstar of flames (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 108% 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 +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +3% Melee+ 9 fire Dmg.mod +12% fire +15% mind +16% darkness Res.pen +12% fire +5% mind +7% darkness ----- def ----- Resists +13% fire ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering pulsing mindstar (108% power, 32 apr, nature damage) hungering pulsing mindstar (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 108% 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 +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 174.34 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of disruption (104% power, 32 apr, nature damage) pulsing mindstar of disruption (104% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 105% 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 +32 Crit +4.5% Atk.spd 100% Against +12% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of storms (109% power, 32 apr, nature damage) pulsing mindstar of storms (109% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 109% 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 +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +2 Dex +5 Mag +4 Wil +2 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 11 lightning Dmg.mod +10% lightning Res.pen +6% lightning ----- def ----- Resists +9% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of storms (107% power, 32 apr, mind damage) wyrm's pulsing mindstar of storms (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature Power 107% 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 +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +4 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 13 lightning 6 physical 3 cold 4 fire 5 acid Dmg.mod +4% lightning Res.pen +12% lightning ----- def ----- Resists +18% lightning +5% physical +5% cold +7% acid +3% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Pinwheel (107% power, 10 apr) Pinwheel (107% power, 10 apr)3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 107% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+1 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
iron steamsaw 'Hanavon' (102% power, 0 apr) iron steamsaw 'Hanavon' (102% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 102% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Phasing +10% Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +17% fire +2% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw of erosion (101% power, 0 apr) iron steamsaw of erosion (101% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 101% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +6 nature Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stokewind (65% power, 0 apr) Stokewind (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 124% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +8 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +5% physical +7% all Acc +17 (+4 eff.) Apr +17 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +34% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's stralite steamsaw of the stars (65% power, 0 apr) swashbuckler's stralite steamsaw of the stars (65% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 134% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +79 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Dex +3 Mag +4 Cun dps ---------- Dmg.mod +13% light +12% darkness Acc +8 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% Resists +16% light +11% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Swampbringer Swampbringer4.0 T3 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +2 Wil dps ---------- Phys.pwr +11 (+1 eff.) Mind.pwr +30 (+5 eff.) Res.pen +10% nature +25% mind ---------- misc Psi/ret +0.12 Max.psi +30.00 Longbows are used to shoot arrows at your foes. |
mighty elven-wood longbow of true flight mighty elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego+] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Str dps ---------- Phys.crit +12.0% Phys.pwr +14 (+1 eff.) Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Aerosekira the iron steamgun Aerosekira the iron steamgun4.0 T1 steamgun 1H weapon [Rare] 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 +700% On Crit.r2 +8 acid On Hit: 10% Overgrowth 1 Uses 2.0 Steam While equipped: dps ---------- Apr +3 Melee Ret 4 physical On Hit (Ranged): * 10% chance to reduce armor by 56% ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] 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 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] 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 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's steel steamgun of tinkering (+3) stormbringer's steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon [Ego+] Nature/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% On Crit.r2 +9 lightning +10 cold Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +8 (+1 eff.) Mov.spd +24% Res.pen +5% lightning +5% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced dwarven-steel steamgun enhanced dwarven-steel steamgun4.0 T3 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 +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +5 Dex +5 Mag +4 Wil +4 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced stralite steamgun of true flight enhanced stralite steamgun of true flight4.0 T4 steamgun 1H weapon [Ego++] Nature/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 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Str +10 Dex +7 Mag +7 Wil +9 Cun +8 Con dps ---------- Phys.crit +5.0% Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's stralite steamgun stormbringer's stralite steamgun4.0 T4 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 +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +17 lightning +24 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +31% Res.pen +12% lightning +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's stralite steamgun of true flight stormbringer's stralite steamgun of true flight4.0 T4 steamgun 1H weapon [Ego++] Nature/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 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +17 lightning +20 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +10.0% Mov.spd +22% Res.pen +14% lightning +13% cold Acc +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of piercing voratun steamgun of piercing4.0 T5 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 +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% all Acc +9 (+2 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Earthnail (19/19, 135% power, 7 apr) Earthnail (19/19, 135% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 135% Range: 1.4x Uses 70% Wil, 50% Mag, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Rld cld 6 Ranged+ +8 cold +11 mind +20 nature On Crit.r2 +16 nature +4 acid On Hit: * 23% chance to reduce all saves and defense by 54 Arrows are used with bows to pierce your foes to death. |
Flashqueen the quiver of yew arrows (21/53, 164% power, 16 apr) Flashqueen the quiver of yew arrows (21/53, 164% power, 16 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 165% Range: 1.4x Uses 70% Wil, 50% Mag, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +11.0% Capacity 53 Rld cld 4 Ranged+ +20 light On Hit.r1 +4 light +8 fire On Crit.r2 +8 light On Crit: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of annihilation (20/21, 166% power, 22 apr) deadly quiver of elven-wood arrows of annihilation (20/21, 166% power, 22 apr)3.0 T4 arrow ammo [Ego+] Master Power 167% Range: 1.4x Uses 70% Wil, 42% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +22 Crit +10.5% Capacity 21 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows of torment (20/20, 153% power, 14 apr) psychokinetic quiver of elven-wood arrows of torment (20/20, 153% power, 14 apr)3.0 T4 arrow ammo [Ego++] Psionic Power 153% Range: 1.4x Uses 70% Wil, 42% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +36 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 386 physical damage Arrows are used with bows to pierce your foes to death. |
Shadowhack the pouch of iron shots (22/22, 109% power, 1 apr) Shadowhack the pouch of iron shots (22/22, 109% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 109% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Ranged+ +20 darkness +10 fire On Hit.r1 +20 mind On Crit.r2 +20 mind +7 fire Shots are used with slings to pummel your foes to death. |
pouch of iron shots (21/21, 109% power, 1 apr) pouch of iron shots (21/21, 109% power, 1 apr)3.0 T1 shot ammo [Normal] Power 109% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots (15/18, 126% power, 2 apr) deadly pouch of steel shots (15/18, 126% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 127% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
Tempestvein (19/19, 138% power, 3 apr) Tempestvein (19/19, 138% power, 3 apr)3.0 T3 shot ammo [Random Unique] Master/Psionic Power 139% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 19 Rld cld 6 Ranged+ +17 physical +16 blight +11 mind +4 arcane On Hit.r1 +8 lightning On Crit.r2 +12 lightning On Hit: * 21% chance to reduce all saves and defense by 54 * 20% chance to knock the target back 3 spaces and deal 386 physical damage Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr) self-loading pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 140% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +3 Crit +5.0% Capacity 21 Rld cld 4 Shots are used with slings to pummel your foes to death. |
acidic pouch of stralite shots of grasping (17/18, 151% power, 5 apr) acidic pouch of stralite shots of grasping (17/18, 151% power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Nature Power 152% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 386 nature damage and pinning them for 3 turns On Crit: * Splash the target with acid dealing 292 damage over 5 turns and reducing armor and accuracy by 37 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (20/20, 165% power, 5 apr) barbed pouch of stralite shots (20/20, 165% power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 166% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 20 On Crit: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
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 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
coruscating stralite shield of physical resistance (+13%) (0 def, 8 armour, 137.5 block) coruscating stralite shield of physical resistance (+13%) (0 def, 8 armour, 137.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str dps ---------- Melee Ret 13 fire ----- def ----- Armour +8 Fatigue +8% Resists +12% fire +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of crushing (0 def, 8 armour, 136.5 block) swashbuckler's stralite shield of crushing (0 def, 8 armour, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +7.0% Phys.pwr +9 (+1 eff.) Acc +16 (+4 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Rags of the Sanctuary of the mountain (+7%) (0 def, 0 armour) Rags of the Sanctuary of the mountain (+7%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
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 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 98.71 to 123.39 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. |
Blackminister the cashmere robe (0 def, 0 armour) Blackminister the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Mind.crit +2% Spell.pwr +4 (+0 eff.) Mind.pwr +10 (+2 eff.) Res.pen +25% darkness +10% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 45 ----- def ----- Resists +11% all Spell.save +23 (+0 eff.) ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+0 eff.) Spell.save +10 (+0 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. |
ancient cashmere robe of Linaniil (0 def, 0 armour) ancient cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Spell.pwr +21 (+3 eff.) Dmg.mod +8% physical +13% temporal Res.pen +8% physical +7% temporal ----- def ----- Resists +11% all Anom.red +12 ---------- misc Mana/turn +0.17 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of alchemy (0 def, 0 armour) ancient silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +17% acid +5% temporal +9% fire +22% physical +15% cold Res.pen +7% physical +13% temporal ----- def ----- Resists +14% acid +17% physical +10% cold +14% fire +13% all Anom.red +10 ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of power (0 def, 0 armour) mindwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +16 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +16% all ----- def ----- Resists +13% all Mind.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +13% all Max.HP +51.00 HP.reg +3.90 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of life (0 def, 0 armour) stargazer's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +13% light +5% darkness ----- def ----- Resists +5% blight +13% all Max.HP +57.00 HP.reg +3.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of fire (+9%) (0 def, 0 armour) stormwoven silk robe of fire (+9%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +11% lightning +9% physical +10% cold +16% fire ----- def ----- Resists +9% lightning +9% cold +24% fire +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of alchemy (0 def, 0 armour) verdant silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% acid +9% physical +8% fire +10% nature +8% cold ----- def ----- Resists +14% acid +15% physical +13% cold +17% fire +13% all Poison- +24% Disease- +31% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour) verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +7% blight +13% all Max.HP +64.00 HP.reg +1.60 Heal.mod +25% Poison- +32% Disease- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of life (0 def, 0 armour) elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +18% blight +15% all Max.HP +62.00 HP.reg +2.10 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of life (0 def, 0 armour) timebroken elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +3% Spell.pwr +5 (+0 eff.) Dmg.mod +12% arcane +14% temporal ----- def ----- Resists +5% blight +15% all Max.HP +85.00 HP.reg +4.30 Heal.mod +23% ---------- misc Max.mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Boradechak the cured leather armour (14 def, 4 armour) Boradechak the cured leather armour (14 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +8 Dex +2 Mag dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +14 (+2 eff.) Fatigue +7% Resists +21% acid +15% fire Max.HP +40.00 Disarm- +20% Confus- +20% ---------- misc Max.mana +40.00 A suit of armour made of leather. |
Ashhacker (9 def, 6 armour) Ashhacker (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +18% lightning +25% fire +5% arcane Max.HP +24.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 9 armour) hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+1 eff.) Fatigue +8% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
duelist's reinforced leather armour of Toknor (18 def, 13 armour) duelist's reinforced leather armour of Toknor (18 def, 13 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +6 (+0 eff.) ----- def ----- Armour +13 Defense +18 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's reinforced leather armour of Toknor (15 def, 7 armour) marauder's reinforced leather armour of Toknor (15 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +5 Str +6 Dex dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+0 eff.) ----- def ----- Armour +7 Defense +15 (+2 eff.) Fatigue +8% Phys.save +5 (+0 eff.) A suit of armour made of leather. |
nimble reinforced leather armour of Toknor (18 def, 7 armour) nimble reinforced leather armour of Toknor (18 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +6 (+0 eff.) Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
searing reinforced leather armour of command (21 def, 11 armour) searing reinforced leather armour of command (21 def, 11 armour)9.0 T4 light armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 acid 16 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +11 Defense +21 (+3 eff.) Fatigue +8% Resists +13% acid +16% fire Mind.save +12 (+4 eff.) A suit of armour made of leather. |
cleansing drakeskin leather armour of cold resistance (20 def, 8 armour) cleansing drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +12% blight +22% cold +11% nature A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
searing steel mail armour of delving (2 def, 6 armour) searing steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 11 acid 12 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% acid +14% fire +12% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 17 cooldown Level 4.2 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying dwarven-steel mail armour (3 def, 8 armour) fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +34.00 A suit of armour made of mail. |
cleansing stralite mail armour of natural resilience (4 def, 8 armour) cleansing stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +29% nature +28% blight D.Red.from +9% Unnatural A suit of armour made of mail. |
impenetrable stralite mail armour of implacability (4 def, 28 armour) impenetrable stralite mail armour of implacability (4 def, 28 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +28 Defense +4 (+1 eff.) Fatigue +8% Phys.save +7 (+0 eff.) A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 12 armour) stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +8% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
radiant voratun mail armour of lightning resistance (5 def, 10 armour) radiant voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +22% blight +18% darkness +22% lightning ---------- misc Light +2 A suit of armour made of mail. |
Porovea the Hellsbraze (0 def, 9 armour) Porovea the Hellsbraze (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+5 eff.) Dmg.mod +9% mind +12% fire ----- def ----- Armour +9 Fatigue +22% Resists +6% mind +7% physical Phys.save +14 (+0 eff.) Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.08 Max.psi +30.00 A suit of armour made of metal plates. |
Hanoromilach Hanoromilach1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +4 Wil +4 Con ----- def ----- Max.HP +32.00 ---------- misc Infravis +1 A belt that goes around your waist. |
Hytorain the Blindtorrent Hytorain the Blindtorrent1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 85% * 10% chance to reduce all saves and defense by 54 ----- def ----- Resists +3% light Max.HP +30.00 ---------- misc Light +2 A belt that goes around your waist. |
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. |
Eludana the hardened leather belt Eludana the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Cun +11 Wil dps ---------- Crit.mult +10.00% Spell.pwr +7 (+1 eff.) Dmg.mod +12% physical Res.pen +20% physical ----- def ----- Mind.save +11 (+4 eff.) ---------- misc Psi/ret +0.12 A belt that goes around your waist. |
Ravenresolve Ravenresolve1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+0 eff.) Res.pen +25% mind +20% nature +20% darkness Melee Ret 10 darkness ----- def ----- Resists +9% mind +9% darkness Spell.save +10 (+0 eff.) ---------- misc Size +1 A belt that goes around your waist. |
blurring hardened leather belt of the mystic blurring hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Defense +11 (+2 eff.) Mind.save +7 (+3 eff.) Stealth +8 A belt that goes around your waist. |
Deepsrigor the linen cloak (1 def, 0 armour) Deepsrigor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 56% ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% darkness +12% acid Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled kruk cloak of sorcery (0 def, 0 armour) spellcowled kruk cloak of sorcery (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +5% ----- def ----- Spell.save +5 (+0 eff.) ---------- misc Max.mana +46.00 A stylish kruk-style cloak, to look awesome. |
Blackriver (2 def, 0 armour) Blackriver (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Cun +2 Dex dps ---------- Mind.pwr +25 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +18% darkness +12% lightning ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+0 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+0 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of mindcraft (2 def, 0 armour) cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Wil +4 Mag dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of sorcery (2 def, 0 armour) marshal's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil +3 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+0 eff.) Max.HP +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Pitchdredge' (0 def, 1 armour) pair of rough leather boots 'Pitchdredge' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 43% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% mind A pair of boots made of leather. |
undeterred pair of rough leather boots of rushing (0 def, 1 armour) undeterred pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Silence- +23% Confus- +22% Stun/Frz- +25% Rush: Puts all charms on 15 cooldown Level 4.2 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots of evasion (7 def, 3 armour) pair of hardened leather boots of evasion (7 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +7 (+1 eff.) Evasion: (Instant) Puts all charms on 17 cooldown Level 6.6 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 39% chance to evade melee and ranged attacks and 71 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
undeterred pair of hardened leather boots of force (0 def, 3 armour) undeterred pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Silence- +28% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
pair of iron boots 'Frozenwire' (0 def, 3 armour) pair of iron boots 'Frozenwire' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% cold Melee Ret 6 nature ----- def ----- Armour +3 Fatigue +2% Resists +6% cold ---------- misc Stam/turn +0.40 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of speed (0 def, 3 armour) traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+0 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) restorative pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% HP.reg +1.00 Heal.mod +13% Rush: Puts all charms on 15 cooldown Level 4.2 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezeprophet the rough leather gloves (0 def, 1 armour) Freezeprophet the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +1 Cun dps ---------- Melee+ 6 mind Dmg.mod +4% mind +3% cold Res.pen +5% nature ----- def ----- Armour +1 Resists +5% mind +6% cold Unarmed combat: Power 95% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 64% Wil, 50% Mag, 64% Cun 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. |
Kilnsun the hardened leather gloves (0 def, 2 armour) Kilnsun the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+0 eff.) Melee+ 7 blight 5 light Dmg.mod +5% blight +6% fire +4% light Res.pen +10% cold Melee Ret 2 fire 4 cold ----- def ----- Armour +2 Resists +6% blight +7% light Unarmed combat: Power 125% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +6 blight On Hit: 20% Soul Rot 3 On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 14 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 842.96 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
heroic hardened leather gloves of strength (+4) (0 def, 6 armour) heroic hardened leather gloves of strength (+4) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +54.00 Unarmed combat: Power 133% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Xysedhena' (0 def, 3 armour) drakeskin leather gloves 'Xysedhena' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Con +3 Mag dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 35 mind 36 darkness Dmg.mod +4% arcane +12% temporal On Hit (Melee): * 21% chance to reduce all saves and defense by 54 ----- def ----- Armour +3 Resists +6% temporal Phys.save +30 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save -3 (-1 eff.) Disarm- +28% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 131% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +5 arcane +14 physical On Crit.r2 +15 arcane On Hit: 10% Juggernaut 1 On Hit: 10% Reproach 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of the starseeker (0 def, 3 armour) drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +3 Resists +7% light +6% darkness ---------- misc Infravis +2 Unarmed combat: Power 133% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Crit.r2 +38 light +27 darkness 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 178.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of strength (+4) (0 def, 3 armour) naturalist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+1 eff.) Melee+ 5 nature Dmg.mod +6% nature ----- def ----- Armour +3 Resists +6% nature Unarmed combat: Power 137% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of the juggernaut (0 def, 3 armour) scouring drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Con dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +3 Phys.save +18 (+0 eff.) Spell.save +14 (+0 eff.) Mind.save +4 (+2 eff.) Disarm- +28% Unarmed combat: Power 131% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +15 physical On Hit: 10% Juggernaut 1 On Hit: * 25 arcane resource burn 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barkzephyr, the dwarven-steel gauntlets (0 def, 2 armour) Barkzephyr, the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 acid 6 lightning Dmg.mod +4% acid +5% lightning Res.pen +5% nature Acc +7 (+2 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to slow global speed by 85% ----- def ----- Armour +2 Fatigue +3% Resists +5% acid +6% lightning +3% nature +8% darkness ---------- misc Infravis +1 Unarmed combat: Power 121% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +5 acid +7 lightning On Hit: 10% Lightning Breath 3 On Hit: 10% Corrosive Breath 3 On Crit: 10% Dominate 3 Track: Puts all charms on 9 cooldown Level 4.2 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Mayirin (0 def, 2 armour) Mayirin (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+2 eff.) Melee+ 10 acid Dmg.mod +7% acid Res.pen +25% blight ----- def ----- Armour +2 Fatigue +3% Resists +8% acid +15% temporal ---------- misc Vim/s.crit +2.00 Unarmed combat: Power 122% Range: 1.4x Uses 64% Wil, 64% Cun, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +10 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of spellstriking (0 def, 3 armour) alchemist's voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +9 Wil +6 Mag dps ---------- Spell.pwr +8 (+1 eff.) Melee+ 6 acid 6 lightning 6 cold 7 arcane 6 fire Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +10% arcane Unarmed combat: Power 137% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +10 ice +10 lightning +11 fire +18 arcane +16 acid On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 7 armour) heroic voratun gauntlets (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +5% Mind.save +9 (+3 eff.) Max.HP +55.00 Unarmed combat: Power 144% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of archery (0 def, 7 armour) heroic voratun gauntlets of archery (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Apr +12 ----- def ----- Armour +7 Fatigue +5% Mind.save +14 (+5 eff.) Max.HP +74.00 Unarmed combat: Power 143% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +21 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat 'Airspitter' (0 def, 3 armour) rough leather hat 'Airspitter' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% nature Melee Ret 2 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +1% Resists +9% cold ---------- misc Infravis +2 A hat made of leather. Very stylish. |
Eilineleriathra the hardened leather hat (0 def, 3 armour) Eilineleriathra the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +2 Wil +6 Cun +3 Con dps ---------- Spell.pwr +15 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+0 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +100.00 A hat made of leather. Very stylish. |
eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.70 Mana/ret +1.20 Max.mana +49.00 Manaflow: Puts all charms on 23 cooldown Level 2.5 Pwr.cost 23 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 25 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Ememith (0 def, 1 armour) Ememith (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +6 Wil +3 Cun dps ---------- Phys.pwr +5 (+0 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +1.00 Light +3 A hat made of leather. Very stylish. |
thaloren hardened leather cap of fortune (0 def, 3 armour) thaloren hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Lck +4 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +11% blight Mind.save +8 (+3 eff.) 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. |
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 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+4 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 (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+2 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 15 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 170.80 fire and 218.26 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. |
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. |
Kildir the dwarven-steel helm (12 def, 4 armour) Kildir the dwarven-steel helm (12 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil +9 Cun +4 Con dps ---------- Acc +35 (+9 eff.) On Melee Ret: * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +12 (+2 eff.) Fatigue +4% ---------- misc See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's dwarven-steel helm of might (0 def, 4 armour) champion's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +3 Wil +3 Con dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+3 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of the bounder (0 def, 4 armour) insulating dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +7% fire Skullcr.mult +2 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 726.3 Physical damage. If the attack hits, the target is confused (45% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm of the depths (0 def, 4 armour) leafwalker's dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +7% cold Spell.save +6 (+0 eff.) Max.HP +56.00 Heal.mod +12% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of trickery (0 def, 4 armour) warlord's dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +8 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +9 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 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. |
13 ametrine 13 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. |
8 citrine 8 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. |
6 zircon 6 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. |
11 aquamarine 11 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. |
3 opal 3 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all 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. |
23 onyx 23 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. |
22 lapis lazuli 22 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 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. |
24 garnet 24 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. |
15 quartz 15 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. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+3 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. |
4 jade 4 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. |
6 turquoise 6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 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. |
5 ruby 5 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. |
8 amber 8 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. |
2 pearl 2 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. |
888 alchemist agate 888 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. |
Growspike Growspike2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to reduce damage dealt by 43% ----- def ----- Max.HP +44.00 ---------- misc Light +4 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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
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. |
alchemist's lamp of the sun alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 297.84 light damage. At talent level 3 you gain 68% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 310.80 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 310.80 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red 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. |
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. |
iron pickaxe 'Jetsun' (dig speed 38 turns) iron pickaxe 'Jetsun' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Dmg.mod +5% nature +3% darkness ----- def ----- Resists +3% lightning +12% fire +11% nature Crit.chn- 5.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% of the healing done. This effect scales with your Magic stat.. Uses 43 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Branyvon the ash totem of healing [power 194] (9 cooldown) Branyvon the ash totem of healing [power 194] (9 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +1.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Kysin the Murkstoker [power 110] (9 cooldown) Kysin the Murkstoker [power 110] (9 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +4 Dex +1 Mag +3 Con dps ---------- Dmg.mod +3% darkness Fire a magical bolt dealing 107 cold damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Naturethorn the ash wand of clairvoyance [power 10] (9 cooldown) Naturethorn the ash wand of clairvoyance [power 10] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +12 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +8 Defense +15 (+2 eff.) Resists +9% nature Reveal the area around you, dispelling darkness (radius 10, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Growthbolt the yew wand of conjuration [power 255] (9 cooldown) Growthbolt the yew wand of conjuration [power 255] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+1 eff.) Res.pen +25% acid +25% physical On Hit (Melee): * 20% chance to slow global speed by 85% ----- def ----- Phys.save +18 (+0 eff.) ---------- misc Stam/turn +2.00 Fire a magical bolt dealing 249 cold damage Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xaniretira the yew wand of shielding [power 266] (12 cooldown) Xaniretira the yew wand of shielding [power 266] (12 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +6% blight ---------- misc See.Invis +6 Wards +4 acid +3 blight +3 nature +4 lightning Talents +1 Ward Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ardha the Cornac Adventurer level 24
21st Regrowth 123rd year of Ascendancy at 14:41 see stats
By Ardha the Cornac Adventurer level 21
3rd Haze 122nd year of Ascendancy at 02:29 see stats
By Ardha the Cornac Adventurer level 32
61st Regrowth 123rd year of Ascendancy at 10:56 see stats
By Ardha the Cornac Adventurer level 23
21st Regrowth 123rd year of Ascendancy at 01:40 see stats
By Ardha the Cornac Adventurer level 30
38th Regrowth 123rd year of Ascendancy at 20:27 see stats
By Ardha the Cornac Adventurer level 26
22nd Regrowth 123rd year of Ascendancy at 08:08 see stats
By Ardha the Cornac Adventurer level 31
56th Regrowth 123rd year of Ascendancy at 14:02 see stats
By Ardha the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 06:07 see stats
By Ardha the Cornac Adventurer level 20
40th Dusk 122nd year of Ascendancy at 23:43 see stats
By Ardha the Cornac Adventurer level 30
38th Regrowth 123rd year of Ascendancy at 15:51 see stats
By Ardha the Cornac Adventurer level 34
66th Regrowth 123rd year of Ascendancy at 06:38 see stats
By Ardha the Cornac Adventurer level 31
61st Regrowth 123rd year of Ascendancy at 03:55 see stats
By Ardha the Cornac Adventurer level 25
21st Regrowth 123rd year of Ascendancy at 22:25 see stats
By Ardha the Cornac Adventurer level 14
24th Dusk 122nd year of Ascendancy at 16:47 see stats
By Ardha the Cornac Adventurer level 8
5th Mirth 122nd year of Ascendancy at 13:51 see stats
By Ardha the Cornac Adventurer level 28
33rd Regrowth 123rd year of Ascendancy at 03:34 see stats
By Ardha the Cornac Adventurer level 14
20th Dusk 122nd year of Ascendancy at 19:41 see stats
By Ardha the Cornac Adventurer level 23
21st Regrowth 123rd year of Ascendancy at 06:31 see stats
By Ardha the Cornac Adventurer level 15
25th Dusk 122nd year of Ascendancy at 06:26 see stats
Log
Ardha's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha become impervious to physical effects.
Ardha is dazed!
Greater Weapon Focus from Ardha's temporal clone performs a melee critical strike against Ardha!
Ardha is not dazed anymore.
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha's mind surges with critical power!
Ardha's temporal clone's mind surges with critical power!
Ardha become impervious to physical effects.
Ardha is dazed!
Ardha's temporal clone performs a melee critical strike against Ardha!
Ardha is not dazed anymore.
Ardha's mind surges with critical power!
Ardha's temporal clone casts Lightning.
Ardha's temporal clone's spell attains critical power!
Ardha reacts to damage from Ardha's temporal clone, mitigating the blow!.