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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG - Overdrive - 5 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) 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
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:
OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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:
OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.6Donators/Buyers bonus! OldRPG - Overdrive - 6 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. OldRPG - Overdrive - 3 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Psyshot |
| Level / Exp | 36 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 2 on the 11st Retaking 124th year of Ascendancy at 05:33 0 / 8Killed by dreaming horror at level 24 on the 35th Revenge 124th year of Ascendancy at 10:27 Killed by dreaming horror at level 24 on the 35th Revenge 124th year of Ascendancy at 11:12 Killed by umbral horror at level 24 on the 35th Revenge 124th year of Ascendancy at 12:09 Killed by dreaming horror at level 30 on the 12nd Pain 124th year of Ascendancy at 15:18 Killed by dreaming horror at level 30 on the 13rd Pain 124th year of Ascendancy at 04:33 Killed by Betyra the halfling pyremaster at level 36 on the 33rd Pain 124th year of Ascendancy at 09:09 Killed by Islulema the halfling pyremaster at level 36 on the 33rd Pain 124th year of Ascendancy at 15:15 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 40 (base 38) |
| Constitution | 41 (base 31) |
| Magic | 40 (base 26) |
| Willpower | 38 (base 29) |
| Cunning | 50 (base 43) |
Resources
| Life | -165/931 |
| Psi | 103/128 |
| Steam | 5/100 |
| Healing Factor | 1.4281403954778 |
| Regeneration | 0.35703509886944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 50 |
| Crit Chance | 17% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +24% |
| Nature | +26% |
| Arcane | +32% |
| Mind | +24% |
| All | +14% |
Offense: Damage Penetration
| Mind | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 11 (49.007671158813%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 41 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 39%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 50%( 70%) |
| Mind | + 45%( 70%) |
| Darkness | + 59%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Psytech gunnery | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Talents +1 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 45% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | pouch of stralite shots of disruption (19/19, 45-54 power, 5 apr)3.0 T4 shot ammo [Ego+] Disrupt Power 45.0 - 54.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Against +11% 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% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather hat 'Ivaldaba' (5 def, 9 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +5 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +6% temporal +3% light +14% blight +3% cold +4% all Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 90.6 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On hands | umbral rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +1 Resists +5% darkness ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blizzardbrand the ash totem of stinging [power 194] (6/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +3% temporal Heal.mod +10% Blind- +20% Poison- +20% Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +24% Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Overburst4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
| Around waist | Pusguile1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +7% acid +5% fire +7% cold +12% nature +7% lightning A belt that goes around your waist. |
| In off hand | Overseer (17-19 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+4 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 57/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Cloak | cashmere cloak 'Ichorwing' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +2 (+0 eff.) Resists +22% temporal +15% darkness +5% arcane Def/telep +10 Res/telep +12% Dur/telep +17% ---------- misc Light +2 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dispeller's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +14% all ----- def ----- Resists +9% lightning +9% darkness +8% light +8% blight +8% fire +7% cold +13% all Phys.save +14 (+7 eff.) Spell.save +36 (+12 eff.) Mind.save +14 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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. |
blink rune (range 6; phase 15; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
gladiator's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +4 Mag +6 Con dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 15 light Ranged+ 17 light Dmg.mod +13% light Rings make your fingers look great! |
elemental stralite battleaxe of projection (42-64 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 25 cold damage (1/turn) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +13% cold Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex 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. |
chilling stralite dagger of shearing (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 cold While equipped: dps ---------- Res.pen +10% all Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of crippling (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +19% Sharp, short and deadly. |
warbringer's stralite dagger (30-40 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +24% Sharp, short and deadly. |
Vorugath the stralite greatsword (60-96 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +35 blight On Hit: 40% Epidemic 4 On Hit: * 33% chance to reduce strength, dexterity, and constitution by 11 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +16.0% Phys.pwr +5 (+2 eff.) ----- def ----- Disease- +62% Massive two-handed swords. |
elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +14.0% Acc +14 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str 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 4.0 Pwr.cost 30 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 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 20 acid damage in a 4 radius ball. This damage will increase by 12% 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. |
Ereleyadil the Nimbusmortal (54-76 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 54.5 - 76.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 cold On Crit: * Splash the target with acid dealing 42 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +4 Wil dps ---------- Melee Ret 6 lightning ----- def ----- Resists +12% lightning ---------- misc Infravis +2 Sharp, long, and deadly. |
elemental stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 25 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +25% lightning Sharp, long, and deadly. |
quick stralite longsword of rage (33-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +3 Dex dps ---------- Phys.spd +10% Dmg.mod +9% physical Acc +20 (+7 eff.) Sharp, long, and deadly. |
acidic stralite mace of shearing (38-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 42 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Res.pen +8% all Acc +16 (+5 eff.) Apr +11 Blunt and deadly. |
enhanced stralite mace of disruption (38-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Nature/Disrupt Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Against +16% 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: Stats +7 Str +5 Dex +6 Mag +10 Wil +3 Cun +7 Con Blunt and deadly. |
stralite mace of evisceration (36-50 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Blunt and deadly. |
voratun mace of evisceration (47-66 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Blunt and deadly. |
absorbing pulsing mindstar of sand (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun 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 (+3 eff.) Melee+ 5 physical Dmg.mod +8% physical Res.pen +8% physical ----- def ----- Resists +14% lightning +15% fire +9% physical +14% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
blooming pulsing mindstar of flames (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun 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 (+3 eff.) All.spd +5% Melee+ 13 fire Dmg.mod +15% fire Res.pen +9% fire ----- def ----- Resists +8% fire Heal.mod +23% Heal/summ +11 ---------- 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. |
hateful pulsing mindstar of sand (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun 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 (+3 eff.) Melee+ 12 physical Dmg.mod +9% physical +7% mind +10% darkness Res.pen +10% physical +9% mind +7% darkness ----- def ----- Resists +6% physical ---------- 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. |
pulsing mindstar 'Magmasting' (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 temporal +8 fire While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +6% temporal +6% fire Melee Ret 8 light ----- def ----- Resists +15% temporal +3% fire Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +1.70 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. |
stormbringer's reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +33 lightning +23 cold While equipped: dps ---------- Mov.spd +27% Res.pen +10% lightning +18% cold +8% all Acc +14 (+5 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Arcumbra the dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +29 (+6 eff.) Dmg.mod +30% blight +6% lightning Res.pen +15% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +7 (+2 eff.) Resists +3% temporal ---------- misc Mana/turn +0.53 Max.mana +60.00 Wards +2 blight Talents +3 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of breaching (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% temporal Res.pen +12% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +14.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of invocation (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +29 (+6 eff.) S.pwr/crit +7 Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 26.01 to 31.22 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of invocation (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 24.52 to 29.42 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood vilestaff of the prodigy (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +13 Wil +12 Cun dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Melee+ 23 arcane Dmg.mod +25% fire ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of fate (35-42 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +15 (+3 eff.) Dmg.mod +35% lightning ----- def ----- Phys.save +9 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of might (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+2 eff.) S.pwr/crit +9 Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
S.H. Spear4.0 T3 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+4 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
mighty stralite steamgun of fire4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +11 fire Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +12% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of lightning4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +16% lightning Acc +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of tinkering (+4)4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +10 (+2 eff.) Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike stralite steamgun of piercing4.0 T4 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Res.pen +11% all Acc +12 (+4 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic stralite steamsaw of shearing (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Nature/Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Crit.r2 +17 acid +17 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +16% acid +19% nature +9% all Acc +12 (+4 eff.) Apr +12 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
enveloping cashmere cloak of fog (13 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +13 (+4 eff.) Resists +10% light +15% fire Phys.save +8 (+4 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +17% blight +17% darkness +13% mind +15% all Phys.save +15 (+7 eff.) Spell.save +14 (+4 eff.) Mind.save +35 (+12 eff.) Max.HP +40.00 HP.reg +2.40 Heal.mod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of fire (+22%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +15% fire ----- def ----- Resists +13% all +22% fire Mind.save +25 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of frost (+18%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +23% arcane +12% cold ----- def ----- Resists +15% all +18% cold ---------- misc Max.mana +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of darkness (+27%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal +16% arcane +18% darkness ----- def ----- Resists +27% darkness +15% all ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +9% blight +11% all Max.HP +48.00 HP.reg +2.00 Heal.mod +13% Poison- +30% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of corrosion (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature +13% acid ----- def ----- Resists +19% acid +9% all Poison- +28% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Urthelatofang (5 def, 7 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +7 Con dps ---------- Mov.spd +10% Melee Ret 2 arcane ----- def ----- Armour +7 Defense +5 (+1 eff.) Fatigue -8% Resists +7% lightning +8% temporal Phys.save +16 (+7 eff.) Mind.save +14 (+5 eff.) Max.HP +47.00 ---------- misc Stam/turn +0.50 Vim/s.crit +2.00 A pair of boots made of leather. |
invigorating pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +35% ----- def ----- Armour +4 Fatigue -3% Max.HP +33.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Phoenixbile (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +14% acid +15% physical +17% darkness +9% fire +6% light +9% temporal ----- def ----- Defense +2 (+0 eff.) Resists +21% acid +12% physical +14% darkness +3% temporal +3% lightning Mind.save +3 (+1 eff.) Blind- +10% Disarm- +20% ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Unlightpunish (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Fatigue +4% Resists +14% fire +3% nature +8% cold Crit.chn- 15.00% Disease- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
thaloren hardened leather cap of precognition (6 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +5 Wil dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +6% blight Mind.save +8 (+3 eff.) A cap made of leather. |
enlightening iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% cold Mind.save +12 (+4 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +15 (+5 eff.) Max.HP +44.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of mail. |
enlightening stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +5% Phys.save +8 (+4 eff.) Mind.save +13 (+5 eff.) A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +20% blight +16% darkness Max.HP +32.00 HP.reg +3.00 Heal.mod +13% ---------- misc Light +2 A suit of armour made of mail. |
stralite mail armour 'Glomina' (13 def, 29 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +7 Mag +8 Wil +3 Cun dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +7% Phys.pwr +20 (+7 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +10 (+4 eff.) S.pwr/crit +4 Dmg.mod +3% physical Res.pen +10% arcane ----- def ----- Armour +29 Defense +13 (+4 eff.) Fatigue +4% Resists +15% lightning Phys.save +10 (+5 eff.) Mind.save +18 (+6 eff.) A suit of armour made of mail. |
cleansing reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +13% blight +20% fire +13% nature A suit of armour made of leather. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% acid A suit of armour made of leather. |
nimble reinforced leather armour of fire resistance (18 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +23% fire A suit of armour made of leather. |
prismatic cured leather armour of command (13 def, 8 armour)9.0 T2 light armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +13 (+4 eff.) Fatigue +7% Resists +11% light +11% darkness Mind.save +12 (+4 eff.) A suit of armour made of leather. |
prismatic reinforced leather armour of the wind (20 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Apr +13 ----- def ----- Armour +7 Defense +20 (+6 eff.) Fatigue +8% Resists +12% light +15% darkness ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 70 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
radiant reinforced leather armour of natural resilience (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +29% blight +15% darkness +16% nature D.Red.from +5% Unnatural ---------- misc Light +1 A suit of armour made of leather. |
fortifying stralite plate armour of implacability (0 def, 22 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego++] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +22 Fatigue +15% Phys.save +8 (+4 eff.) Max.HP +54.00 A suit of armour made of metal plates. |
coruscating stralite shield of the stars (0 def, 8 armour, 139 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +5 Cun +5 Mag dps ---------- Dmg.mod +10% light +15% darkness Melee Ret 14 fire ----- def ----- Armour +8 Fatigue +8% Resists +14% fire +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful iron shield (0 def, 2 armour, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 37 light and fire damage to each enemy blocked ----- def ----- Armour +2 Fatigue +8% Resists +6% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful stralite shield of patience (0 def, 8 armour, 137 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 37 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +12% temporal +9% light +9% fire ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (201) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
201 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xanewyn the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Str dps ---------- Mind.crit +7% Mind.pwr +9 (+3 eff.) Apr +2 Melee Ret 8 physical ----- def ----- Resists +7% cold +7% temporal Mind.save +7 (+3 eff.) Max.HP +55.00 Def/telep +17 Res/telep +14% Dur/telep +10% ---------- misc Max.stam +30.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Glubeth (23/23, 36-43 power, 8 apr)3.0 T3 shot ammo [Rare] Psionic Power 35.5 - 42.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +9.0% Capacity 23 Proj.spd +200% Ranged+ +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
barbed pouch of steel shots of accuracy (21/21, 27-32 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +11.5% Capacity 21 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of grasping (21/21, 51-61 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Master Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 154 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of accuracy (41/41, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 41 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
manaburning pouch of stralite shots of erosion (15/21, 42-51 power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Disrupt Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +5 nature On Hit: * 15 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 12-14 power, 1 apr)3.0 T1 shot ammo [Normal] Power 12.0 - 14.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots (14/14, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Ranged+ +12 cold On Crit.r2 +5 cold Shots are used with slings to pummel your foes to death. |
supercharged iron torque of psionic shield [power 35] (6/29 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 35 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 10
19th Retaking 124th year of Ascendancy at 10:25 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 11
30th Retaking 124th year of Ascendancy at 14:51 see stats
Exterminator
Killed 1000 creatures.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 30
51st Revenge 124th year of Ascendancy at 05:20 see stats
Level 10
Got a character to level 10.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 10
17th Retaking 124th year of Ascendancy at 02:27 see stats
Level 20
Got a character to level 20.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 20
9th Revenge 124th year of Ascendancy at 17:37 see stats
Level 30
Got a character to level 30.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 30
50th Revenge 124th year of Ascendancy at 19:41 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 30
51st Revenge 124th year of Ascendancy at 00:21 see stats
Size matters
Did over 600 damage in one attack.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 36
33rd Pain 124th year of Ascendancy at 10:40 see stats
That was close
Killed your target while having only 1 life left.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 36
33rd Pain 124th year of Ascendancy at 08:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ULTIMATE SHIT LORD the Whitehoof Psyshot level 15
37th Retaking 124th year of Ascendancy at 22:43 see stats
Log
Melee retaliation hits ULTIMATE SHIT LORD for (11 flat reduction), 0 cold (0 total damage).
Islulema the halfling pyremaster's Body of Fire hits ULTIMATE SHIT LORD for (35 flat reduction), 0 fire (0 total damage).
ULTIMATE SHIT LORD is confused and fails to use Implant: Steam Generator.
Adonne the shalore liberator is no longer evading attacks.
The protective shield of Islulema the halfling pyremaster disappears.
ULTIMATE SHIT LORD deflects the projectile from Islulema the halfling pyremaster to the east!
Islulema the halfling pyremaster speeds up.
Islulema the halfling pyremaster has recovered!
Bleeding from ULTIMATE SHIT LORD hits Adonne the shalore liberator for 3 physical damage.
Bleeding from ULTIMATE SHIT LORD hits Islulema the halfling pyremaster for 3 physical damage.
Islulema the halfling pyremaster uses Slash.
Islulema the halfling pyremaster misses ULTIMATE SHIT LORD.
ULTIMATE SHIT LORD is no longer out of phase.
Mechanical Arms misses Shalore liberator.
Mechanical Arms performs a melee critical strike against Adonne the shalore liberator!
Adonne the shalore liberator slows down.
Mechanical Arms hits Adonne the shalore liberator for 14 mind, 3 darkness, 10 light (27 total damage).
Mechanical Arms hits Shalore liberator for (10 flat reduction), 0 light (0 total damage).
Burning from Islulema the halfling pyremaster hits ULTIMATE SHIT LORD for (30 flat reduction), 0 fire (0 total damage).
Melee retaliation hits ULTIMATE SHIT LORD for (9 flat reduction), 0 cold (0 total damage).
ULTIMATE SHIT LORD is confused and fails to use Implant: Steam Generator.
Islulema the halfling pyremaster stops bleeding.
Bleeding from ULTIMATE SHIT LORD hits Adonne the shalore liberator for 3 physical damage.
Islulema the halfling pyremaster casts Flame.
Islulema the halfling pyremaster's spell attains critical power!
Islulema the halfling pyremaster hits ULTIMATE SHIT LORD for (49 flat reduction), 76 fire (76 total damage).
ULTIMATE SHIT LORD the level 36 whitehoof psyshot was burnt to death by Islulema the halfling pyremaster on level 2 of Gates of Morning.
ULTIMATE SHIT LORD deactivates his cloak's restoration systems.














































































































































