










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Combat Text v2 Custom Edit 1.6.0This 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. 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: 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! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Possessor Bonus Class 1.7.4Donators/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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 50 / 1983% |
| Size | big |
| Lifes / Deaths | Killed by Alllaon the human at level 21 on the 10th Pain 124th year of Ascendancy at 22:32 0 / 8Killed by Beloratta the whitehoof ghoul at level 24 on the 38th Pain 124th year of Ascendancy at 00:29 Killed by faerlhing at level 37 on the 44th Dearth 124th year of Ascendancy at 00:30 Killed by Polassra the corrupted dendritic hemospinner at level 50 on the 16th Retaking 125th year of Ascendancy at 12:28 Killed by Bethelewen the steam giant yeti rider at level 50 on the 30th Revenge 125th year of Ascendancy at 18:31 Killed by lava floor at level 50 on the 5th Pain 125th year of Ascendancy at 03:44 Killed by spiked tentacle at level 50 on the 5th Pain 125th year of Ascendancy at 07:08 Killed by Sher'Tul High Priest at level 50 on the 5th Pain 125th year of Ascendancy at 10:10 |
Primary Stats
| Strength | 129 (base 60) |
| Dexterity | 88 (base 60) |
| Constitution | 80 (base 60) |
| Magic | 24 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 51 (base 29) |
Resources
| Life | -134/1944 |
| Stamina | 166/308 |
| Psi | 112/112 |
| Healing Factor | 1.4210366327279 |
| Regeneration | 6.0394056890936 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 33.891010379467 |
| See Invisible | 33.891010379467 |
| ESP Range | 20 |
| ESP Kinds | undead/blood, humanoid, giant |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 68 |
| Crit Chance | 25% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +66% |
| Blight | +35% |
| Arcane | +29% |
| Cold | +44% |
| All | +20% |
| Darkness | +29% |
| Light | +32% |
| Physical | +35% |
| Nature | +68% |
Offense: Damage Penetration
| Darkness | +45% |
| Temporal | +30% |
| Physical | +40% |
| Mind | +30% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 102.72307323196 (96.438666929426%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 23 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 63%( 70%) |
| All | + 25%( 70%) |
| Physical | + 54%( 70%) |
| Darkness | + 66%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 45%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 44%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 352 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 119 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 533 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | Poliriabreth (15 def, 5 armour) =29 DARKNESS RES=3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +10 Cun +8 Mag offense ------ Damage +9% arcane Ignore resists +20% darkness +15% temporal defense ------ Armor +5 Defense +15 (+4 eff.) Fatigue +4% Resistance +29% darkness +27% temporal Crit Resistance 15.30% Unlife -81.58 life Out-of-Phase Defense +30 Out-of-Phase Resistance +19% Out-of-Phase Resilience +30% other ------- Max stamina +30.59 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Siludamina2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +8 Dex +6 Con offense ------ Critical power +20.00% Physical Power +15 (+3 eff.) Damage +12% acid Accuracy +10 (+3 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Maliruisus the Shinetorrent (10 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Physical Power +30 (+6 eff.) Damage +12% light Ignore resists +25% physical defense ------ Armor +9 Defense +10 (+3 eff.) Fatigue +3% Unlife -20.00 life other ------- Stamina/turn +3.00 A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Tool | Zerokath the voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +7 Mag +8 Con offense ------ Critical power +22.80% Mindpower +20 (+8 eff.) Ignore resists +15% mind defense ------ Armor +5 Defense +8 (+2 eff.) Resistance +10% physical Physical save +15 (+4 eff.) Mind save +12 (+6 eff.) other ------- Hate-on-crit +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lisibrenor the Coalhash0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +34% acid +24% cold +18% nature +9% darkness When Hit 10 darkness On-Hit (Melee): * 23% chance to reduce damage dealt by 20% * 23% chance to reduce armor by 28% defense ------ Resistance +21% cold +36% nature +9% darkness Rings make your fingers look great! |
| On fingers | Ring of Lost Love =25 MIND RES=0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | Purefiend0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +5 Con offense ------ Damage +30% nature Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% defense ------ Resistance +8% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
| In main hand | Blood-Edge (46-64 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+10 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.2 Power cost 20 out of 6/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
| Around waist | Deluvor1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str defense ------ Resistance +12% lightning +5% physical +3% blight +11% fire +8% cold Crit Resistance 15.00% Life Regen +4.00 Disarm Resist +20% Stun Resist +20% other ------- Light +2 A belt that goes around your waist. |
| In off hand | warded voratun shield of earthen fury (0 def, 20 armour, 67-80 power, 207.5 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 67.0 - 80.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +208 On Hit: * reduce the cooldown of your ward talent by 1 * Deal physical damage equal to your armor (103) While equipped: defense ------ Armor +20 Fatigue +8% other ------- Wards +8 lightning +7 temporal +7 darkness +7 fire +7 nature +6 blight +8 cold +7 arcane +7 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +15% physical Physical save +40 (+10 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 34 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Main armor | Gletta (12 def, 24 armour) =17 DARKNESS RES=17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +2 Wil offense ------ When Hit 4 arcane defense ------ Armor +24 Defense +12 (+3 eff.) Fatigue +22% Resistance +17% light +21% cold +17% darkness +5% arcane Crit Resistance 15.00% Mind save +14 (+7 eff.) other ------- Light +1 Infravision +3 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 125% / cooldown 61%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 149% / cooldown 95%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 95%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 113% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 108% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 119% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 151% / cooldown 66%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 68%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 128% / cooldown 66%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 151% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 104% / cooldown 62%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 164% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 138% / cooldown 66%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 171% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 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.. |
steam generator implant (steam 13)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 87; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 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. |
healing infusion (heal 40; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 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. |
healing infusion (heal 79; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 79 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. |
healing infusion (heal 73; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 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. |
healing infusion (heal 46; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 46 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. |
healing infusion (heal 63; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 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. |
healing infusion (heal 55; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 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. |
healing infusion (heal 75; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 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. |
healing infusion (heal 50; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 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. |
healing infusion (heal 41; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 41 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. |
healing infusion (heal 50; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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. |
healing infusion of the sneak (heal 143; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 315; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 315 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion (die at -357; dur 7; cd 35)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -357 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 714 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -154; dur 6; cd 35)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -154 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 308 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 807%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 614%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 686%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 543%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 611%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 677%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 812%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 803%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% 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. |
movement infusion of the warrior (speed 1115%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1115% 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. |
regeneration infusion (heal 132; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 225; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 160; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 262; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 406; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 253; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 531; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 402; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 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. |
regeneration infusion of the warrior (heal 521; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 521 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 502; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. 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. |
wild infusion (res 21%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 2; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 21%; physical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; magical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 20%; mental; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 26%; magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 43%; magical, mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 220 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune (damage 76; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 76.33 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 236; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 235.64 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 252; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 252.23 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 209; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 202; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 201.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 161; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.99 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 200; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.87 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 14; cd 20)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 8; phase 26; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 12; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 8; phase 24; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 25; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 21; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 13 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 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 8; phase 28; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 17; resist 25%; move 54%; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 54% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 16; resist 24%; move 52%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 52% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 17%; move 49%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 49% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 34%; move 49%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 49% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 19; resist 24%; move 48%; dur 5; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 48% faster, and you are invisible (power 19). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 957% over 10 turns; mana 48; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 957% for 10 turns (0 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1366% over 10 turns; mana 68; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1366% for 10 turns (0 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1158% over 10 turns; mana 58; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1158% for 10 turns (0 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1585% over 10 turns; mana 79; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1585% for 10 turns (0 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1179% over 10 turns; mana 59; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1179% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 2117% over 10 turns; mana 106; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2117% for 10 turns (0 total) and instantly restoring 106 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 942% over 10 turns; mana 47; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 942% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 937% over 10 turns; mana 47; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 937% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 45; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 45 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 (absorb 56; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 56 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 (absorb 20; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 20 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 (absorb 58; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 58 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 (absorb 96; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 96 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 (absorb 28; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 28 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 (absorb 58; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 58 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 (absorb 119; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 119 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 (absorb 30; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 30 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 (absorb 89; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 89 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 (absorb 24; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 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. |
shielding rune (absorb 462; dur 6; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 257; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 7; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 345; dur 6; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 345 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 118; dur 7; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 356; dur 7; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 69; dur 3; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 69 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 78; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 78 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 298; dur 6; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 288; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 214; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 34; blocks 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 34 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 21; blocks 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 21 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 83; blocks 3; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 83 up to 3 times. 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 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 43; blocks 4; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 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. |
stormshield rune of the titan (threshold 44; blocks 8; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 44 up to 8 times. 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. |
teleportation rune (range 95; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 92; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 42; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hands of Creation0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Life Support Suit0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rogue's Gallery0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steam Powered Armour0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Stormcutter0.1 Encumbrance T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Dreneg the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +8 Mag offense ------ Critical power +26.46% Spellpower +30 (+13 eff.) Spellpower/crit +13 Damage +15% blight defense ------ Fatigue -10% Resistance +24% blight +7% arcane Life Regen +5.00 other ------- Mana-on-crit +2.65 Amulets make your neck look great! |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 198 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Nimbusquencher the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +6 Con offense ------ Move Speed +10% Damage +30% lightning Ignore resists +25% lightning When Hit 4 cold defense ------ Fatigue -6% Resistance +6% light +3% cold Life Regen +2.00 other ------- Stamina/turn +0.70 Light +2 Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+4 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
insulating steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% fire +11% cold Amulets make your neck look great! |
mindweaver's voratun amulet of murder0.1 Encumbrance T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +4 Wil offense ------ Critical power +20.00% Mindpower +14 (+6 eff.) Accuracy +8 (+2 eff.) Ignore Armor +16 defense ------ Mind save +11 (+6 eff.) Confus Resist +15% Amulets make your neck look great! |
protective gold amulet of soulsearing0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +13.00% Spellpower +8 (+4 eff.) Damage +7% blight +11% fire defense ------ Armor +5 Defense +9 (+3 eff.) Max Resistance +4% all Physical save +13 (+4 eff.) Amulets make your neck look great! |
protective voratun amulet0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +6 Defense +7 (+2 eff.) Max Resistance +5% all Physical save +24 (+6 eff.) Amulets make your neck look great! |
protective voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +7 Defense +9 (+3 eff.) Max Resistance +6% all Physical save +27 (+7 eff.) Blind Resist +27% other ------- Infravision +9 Sight +2 See Invisibility +13 Amulets make your neck look great! |
savior's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower/crit +4 defense ------ Physical save +15 (+4 eff.) Spell save +18 (+9 eff.) Mind save +15 (+7 eff.) other ------- Mana/turn +0.40 Max mana +41.00 Amulets make your neck look great! |
savior's gold amulet of strength (+3)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str defense ------ Physical save +11 (+3 eff.) Spell save +10 (+5 eff.) Mind save +12 (+6 eff.) Amulets make your neck look great! |
savior's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +21 (+6 eff.) Spell save +16 (+8 eff.) Mind save +19 (+8 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature While equipped: Stats +20 Lck offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +20 (+5 eff.) Resist unseen 17% Blind Resist +36% other ------- Infravision +2 Sight +2 See Invisibility +8 Amulets make your neck look great! |
stabilizing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Healmod +12% Cut Resist +50% Pinning Resist +21% Knockbk Resist +20% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 222 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature While equipped: Stats +6 Con defense ------ Physical save +19 (+5 eff.) Life +74.00 Life Regen +5.00 Blind Resist +40% other ------- Infravision +8 Sight +2 See Invisibility +14 Amulets make your neck look great! |
voratun amulet of perfection (0.27 Technique / Shield offense,0.27 Technique / Warcries)0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.27 Technique/Shield offense +0.27 Technique/Warcries Amulets make your neck look great! |
Alidur =12 DARKNESS RES=0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +8 (+4 eff.) Damage +9% blight defense ------ Resistance +3% lightning +9% temporal +12% darkness Spell save +6 (+3 eff.) Unlife -80.00 life Knockbk Resist +20% Rings make your fingers look great! |
Curebore0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +4 Dex offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Defense +20 (+5 eff.) Resistance +20% nature Mind save +13 (+6 eff.) Confus Resist +44% other ------- Max stamina +30.00 Rings make your fingers look great! |
Cyrerin the Frozenserpent0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Str offense ------ Physical Power +10 (+2 eff.) Damage +6% cold Ignore resists +10% physical Accuracy +15 (+4 eff.) defense ------ Resistance +4% physical Life +31.00 Disarm Resist +28% Pinning Resist +26% Knockbk Resist +30% Rings make your fingers look great! |
Gluda the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning When Hit 4 temporal defense ------ Armor +8 Resistance +26% lightning +21% fire +6% cold +6% blight Blind Resist +20% Cut Resist +20% Rings make your fingers look great! |
Gyra the Cloudstun0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +20 (+4 eff.) Ignore resists +25% blight When Hit 4 blight 6 physical defense ------ Resistance +18% lightning Spell save +12 (+6 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Max stamina +35.00 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ivomira the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str offense ------ Critical power +10.00% Physical Power +25 (+5 eff.) Ignore resists +25% arcane defense ------ Armor +14 Resistance +15% blight +15% light Silence Resist +20% Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Stokespike0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Dex +9 Con offense ------ When Hit 10 fire On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Resistance +12% fire Life Regen +8.00 Stun Resist +44% Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.82 cold and 13.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +1 Dex +4 Con offense ------ Physical Crit +5.0% Physical Power +8 (+2 eff.) Spellpower +10 (+5 eff.) Mindpower +10 (+4 eff.) Damage +13% nature +6% all defense ------ Resistance +26% nature Spell save +15 (+7 eff.) other ------- Stamina/turn +3.00 Max stamina +32.00 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? |
gladiator's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +8 Con offense ------ Physical Power +14 (+3 eff.) Rings make your fingers look great! |
gladiator's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +11 (+3 eff.) Rings make your fingers look great! |
marksman's gold ring of frost (+22%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +11% cold Accuracy +8 (+2 eff.) defense ------ Resistance +22% cold Rings make your fingers look great! |
painweaver's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +9 (+5 eff.) Mindpower +10 (+4 eff.) Damage +6% all Rings make your fingers look great! |
painweaver's gold ring of fire (+24%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +8 (+4 eff.) Damage +12% fire +4% all defense ------ Resistance +24% fire Rings make your fingers look great! |
psionicist's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag offense ------ On-Hit 16 light On-Ranged-Hit 13 light Damage +12% light defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Mind save +8 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
savage's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con +7 Mag offense ------ On-Hit 34 light On-Ranged-Hit 28 light Damage +17% light defense ------ Spell save +18 (+9 eff.) other ------- Max stamina +32.00 Rings make your fingers look great! |
savage's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +3 Con offense ------ On-Hit 20 physical On-Ranged-Hit 15 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 24 defense ------ Spell save +13 (+6 eff.) other ------- Hate-on-crit +2.00 Max stamina +24.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
savage's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Con defense ------ Spell save +15 (+7 eff.) other ------- Max stamina +27.00 Rings make your fingers look great! |
sneakthief's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +62.00 Life Regen +11.00 Healmod +12% Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
titan's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
treant's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +8% nature +8% blight Life +29.00 Poison Resist +15% Disease Resist +16% Disarm Resist +25% Pinning Resist +28% Knockbk Resist +31% Rings make your fingers look great! |
treant's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 5 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 defense ------ Resistance +7% nature +7% blight Poison Resist +12% Disease Resist +14% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
voratun ring 'Anuleg'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Mag offense ------ On-Hit 38 light On-Ranged-Hit 31 light Damage +3% temporal +20% light +9% mind Ignore resists +10% mind Accuracy +16 (+4 eff.) Ignore Armor +17 On-Hit (Melee): * 22% chance to reduce all saves and defense by 24 defense ------ Defense +16 (+4 eff.) Resistance +6% temporal Life +56.00 Life Regen +20.00 Healmod +19% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +3 Mag offense ------ On-Hit 16 light On-Ranged-Hit 10 light Damage +12% light defense ------ Armor +10 Rings make your fingers look great! |
Offalshear (56-85 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +12 mind On Hit: * 20% chance to slow global speed by 51% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +14 Mag +12 Wil +9 Con offense ------ Physical Power +19 (+4 eff.) Spellpower +12 (+6 eff.) Mindpower +15 (+6 eff.) Damage +15% mind Ignore resists +19% physical When Hit 2 nature defense ------ Disarm Resist +49% other ------- Max hate +6.00 Massive two-handed battleaxes. |
voratun battleaxe 'Camyroddavon' (58-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +17 nature On-Hit, radius 1 +8 temporal On-crit, radius 2 +4 temporal While equipped: Stats +16 Wil +26 Con offense ------ Physical Power +14 (+3 eff.) Ignore resists +20% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Life +126.00 Disarm Resist +34% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed battleaxes. |
Mayudherin the Pusrot (37-48 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 physical +12 nature +17 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Str +2 Dex offense ------ Physical Crit +12.0% Physical Power +10 (+2 eff.) Damage +6% nature defense ------ Resistance +3% physical Sharp, short and deadly. |
elemental voratun dagger of shearing (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 55 acid damage (1/turn) While equipped: offense ------ Damage +16% acid Ignore resists +30% acid +6% all Accuracy +13 (+3 eff.) Ignore Armor +5 Sharp, short and deadly. |
voratun dagger 'Neryba' (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +16 mind On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex offense ------ Physical Crit +12.0% Physical Power +12 (+3 eff.) Combat Speed +10% Ignore resists +10% mind +13% all Accuracy +35 (+9 eff.) Ignore Armor +12 defense ------ Resistance +5% arcane +12% mind Sharp, short and deadly. |
Arcsweep (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Rare] Nature Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +26 mind On-crit, radius 2 +63 lightning +51 cold While equipped: Stats +3 Cun +11 Wil offense ------ Mindpower +35 (+13 eff.) Move Speed +62% Damage +9% blight +9% lightning Ignore resists +35% lightning +31% cold +15% acid defense ------ Resistance +26% blight +12% lightning other ------- Psi when Hit +0.12 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
elemental voratun greatsword of crippling (62-100 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 55 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Damage +34% fire Ignore resists +42% fire Massive two-handed swords. |
truestriking voratun greatsword of evisceration (58-93 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master Weapon Damage 58.0 - 92.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +21.0% Physical Power +16 (+4 eff.) Ignore resists +13% physical Accuracy +34 (+9 eff.) Ignore Armor +14 Massive two-handed swords. This item has been sent to the Item's Vault. |
Arthublek the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +15 acid While equipped: Stats +6 Mag offense ------ Damage +27% acid +40% temporal +44% physical Ignore resists +24% physical +34% temporal defense ------ Defense +10 (+3 eff.) Resistance +15% lightning +6% light Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Reload +6 Cooldown Arrow Stitching -1 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon Reqs Mag 30 Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+13 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+8 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 64 to 128 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
dragonbone longbow 'Chamular'4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Rare] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +20 nature On-Hit, radius 1 +26 acid On-crit, radius 2 +16 acid On Critical: * silences the target While equipped: Stats +8 Cun +5 Wil offense ------ Mindpower +25 (+9 eff.) Ignore resists +33% acid +20% nature +33% mind defense ------ Resistance +21% acid other ------- Psi when Hit +0.12 Hate-on-crit +5.00 Light +4 Longbows are used to shoot arrows at your foes. |
mage-hunter's dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +9 Cun +8 Wil offense ------ Mindpower +20 (+8 eff.) Ignore resists +21% all Accuracy +38 (+10 eff.) Ignore Armor +23 On-Hit (Ranged): * 38 arcane resource burn other ------- Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
warden's dragonbone longbow of fire4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +29 fire While equipped: Stats +11 Mag offense ------ Damage +27% fire +23% physical +15% temporal Ignore resists +15% temporal +23% physical other ------- Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- 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. |
Filthhack (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Arcane Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: * 20% chance to slow global speed by 51% While equipped: Stats +13 Con offense ------ Damage +6% acid On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +9% nature Crit Resistance 10.00% Sharp, long, and deadly. |
enhanced voratun longsword of shearing (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +11 Str +10 Dex +8 Mag +9 Wil +8 Cun +9 Con offense ------ Ignore resists +8% all Accuracy +13 (+3 eff.) Ignore Armor +12 Sharp, long, and deadly. |
plaguebringer's stralite longsword of torment (32-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On Hit: 20% Epidemic level 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: defense ------ Disease Resist +20% Sharp, long, and deadly. |
truestriking voratun longsword of projection (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +13% physical Accuracy +16 (+4 eff.) Ignore Armor +12 Sharp, long, and deadly. |
voratun longsword 'Aeradheta' (42-59 power, 6 apr) =GODSLAYER=3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 physical On Hit: * 10 arcane resource burn On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +24.0% Critical power +22.00% Physical Power +12 (+3 eff.) Ignore resists +11% physical Accuracy +25 (+6 eff.) Ignore Armor +28 defense ------ Resistance +3% mind +9% nature Sharp, long, and deadly. |
voratun longsword 'Galenoon' (45-63 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Psionic Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +19 darkness +16 blight Damage Against +20% Living While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +25 (+11 eff.) Damage +21% arcane +12% lightning defense ------ Resistance +18% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Sharp, long, and deadly. |
Drylin the stralite mace (37-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Rare] Master Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +8 Dex +5 Con offense ------ Critical power +20.00% Physical Power +31 (+7 eff.) Mindpower +30 (+11 eff.) Damage +12% mind Ignore resists +13% physical When Hit 6 physical defense ------ Disarm Resist +24% Blunt and deadly. |
caustic voratun mace of evisceration (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +16 acid +39 nature On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +14 (+3 eff.) Ignore resists +22% acid +25% nature Ignore Armor +12 Blunt and deadly. |
enhanced voratun mace of erosion (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +12 nature While equipped: Stats +9 Str +9 Dex +5 Mag +7 Wil +10 Cun +8 Con Blunt and deadly. |
inquisitor's voratun mace of projection (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Disrupt/Psionic Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. |
stormbringer's voratun mace of shearing (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +21 lightning +35 cold While equipped: offense ------ Move Speed +43% Ignore resists +20% lightning +14% cold +11% all Accuracy +7 (+2 eff.) Ignore Armor +10 Blunt and deadly. |
stormbringer's voratun mace of shearing (43-60 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +32 lightning +38 cold While equipped: offense ------ Move Speed +50% Ignore resists +25% lightning +23% cold +13% all Accuracy +23 (+6 eff.) Ignore Armor +13 Blunt and deadly. |
truestriking voratun mace of rage (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Str offense ------ Damage +13% physical Ignore resists +11% physical Accuracy +38 (+10 eff.) Ignore Armor +14 Blunt and deadly. |
Arcbait (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +24 acid On-crit, radius 2 +26 light On Hit: * 26% chance to reduce armor by 28% While equipped: offense ------ Mind Crit +5% Critical power +26.00% Mindpower +20 (+8 eff.) Ignore resists +32% lightning +32% acid defense ------ Resistance +27% lightning other ------- Max psi +50.00 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. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+6 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+3 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 23.54 mind damage, 23.54 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.85 mind and 1.85 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eye of the Lost (17-19 power, 27 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+4 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+10 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+7 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 35 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+5 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+7 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 2.0 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 188.32 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Earorak the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +45 acid +41 cold +28 nature +30 lightning While equipped: offense ------ Physical Crit +15.0% Spell Crit +3% Move Speed +50% Ignore resists +25% acid +5% blight +25% cold +21% nature +25% lightning Accuracy +15 (+4 eff.) Ignore Armor +14 defense ------ Defense +10 (+3 eff.) Resistance +9% acid +6% darkness +12% blight Spell save +3 (+1 eff.) Life Regen +2.00 Healmod +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Slings are used to hurl stones or metal shots at your foes. |
Emiwen4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +10 Str +18 Dex +11 Mag +10 Wil +16 Cun +12 Con offense ------ Combat Speed +10% defense ------ Defense +15 (+4 eff.) Resistance +6% acid +5% arcane Spell save +15 (+7 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Slings are used to hurl stones or metal shots at your foes. |
Zerukalthomnir the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +16 fire While equipped: Stats +4 Str +2 Cun +3 Con offense ------ Damage +19% fire +12% arcane +21% physical Ignore resists +20% physical defense ------ Physical save +9 (+3 eff.) other ------- Reload +2 Slings are used to hurl stones or metal shots at your foes. |
Abyssbright the dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +12 Con offense ------ Physical Crit +9.0% Spell Crit +9% Physical Power +12 (+3 eff.) Spellpower +42 (+17 eff.) Damage +51% fire Ignore resists +10% fire Accuracy +12 (+3 eff.) defense ------ Life Regen +3.50 Healmod +52% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aregann the dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +4 Wil offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +9% mind +30% cold Ignore resists +5% mind defense ------ Armor +5 Defense +7 (+2 eff.) Resistance +15% cold other ------- Mana/turn +0.40 Max mana +95.00 See Invisibility +12 Wards +2 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bethotta (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Str +5 Dex offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Mindpower +25 (+9 eff.) Damage +30% physical defense ------ Resistance +3% physical +9% mind +9% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.33 Psi when Hit +0.24 Max mana +81.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Salulebeth the Brightbile (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +30% darkness Ignore resists +40% physical +25% mind +25% fire When Hit 10 mind defense ------ Resistance +4% physical other ------- Mana/turn +0.39 Max mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubelrassra (30-36 power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +10.00% Spellpower +43 (+17 eff.) Spellpower/crit +9 Damage +30% acid defense ------ Defense +15 (+4 eff.) Resistance +9% fire Stun Resist +20% other ------- Mana/turn +0.57 Psi when Hit +0.08 Max mana +20.00 Light +4 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Ragyrebar' (42-50 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag offense ------ Physical Crit +13.0% Spell Crit +12% Spellpower +26 (+11 eff.) On-Hit 45 arcane Damage +9% blight +42% fire Ignore resists +25% blight defense ------ Physical save +14 (+4 eff.) Spell save +15 (+7 eff.) Mind save +13 (+6 eff.) other ------- Max mana +120.00 Max vim +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot Steam Pool [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Cloudward the voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +8 blight On-Hit, radius 1 +16 lightning +12 blight Uses 2.0 Steam While equipped: Stats +12 Con +12 Wil offense ------ Physical Crit +7.0% Ignore resists +15% lightning +13% all Accuracy +34 (+9 eff.) Ignore Armor +11 When Hit 8 lightning defense ------ Resistance +3% blight Life +87.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Jetstinger the voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * 26% chance to reduce damage dealt by 20% Uses 2.0 Steam While equipped: Stats +7 Cun +6 Wil offense ------ Physical Crit +7.0% Damage +27% light +18% darkness Ignore resists +25% fire +30% darkness +20% mind Accuracy +15 (+4 eff.) When Hit 13 darkness defense ------ Resistance +12% light Mind save +12 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon Reqs Shoot Steam Pool [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Psionic/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 44.40 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+7 eff.) Mindpower +15 (+6 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
gunslinger's voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +15 Con +15 Wil offense ------ Steampower +15 (+7 eff.) Damage +21% physical defense ------ Life +100.00 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic voratun steamgun of piercing4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Arcane Vortex level 5 Uses 2.0 Steam While equipped: Stats +4 Mag offense ------ Spellpower +14 (+7 eff.) Damage +13% arcane Ignore resists +12% all Accuracy +8 (+2 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Demondream'4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +16 darkness On-Hit, radius 1 +20 darkness On-crit, radius 2 +16 fire Uses 2.0 Steam While equipped: offense ------ Spell Crit +4% Critical power +20.00% Damage +39% arcane Ignore resists +25% fire +12% all Accuracy +17 (+4 eff.) Ignore Armor +15 When Hit 8 blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Barkquake (32-49 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Steam Pool [Rare] Arcane/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +74 On-hit +15 blight On Hit: * 25% chance to reduce strength, dexterity, and constitution by 18 Uses 1.0 Steam While equipped: offense ------ Damage +21% nature Ignore resists +20% nature defense ------ Armor +20 Defense +8 (+2 eff.) Fatigue +10% Resistance +24% acid Life Regen +4.04 Confus Resist +20% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Branoledin the Starimmortal (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Rare] Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +95 On-hit +8 acid +12 blight Uses 1.0 Steam When used to Attack: On Hit: * 20% chance to reduce strength, dexterity, and constitution by 18 While equipped: offense ------ Damage +9% blight Ignore resists +15% acid Accuracy +15 (+4 eff.) defense ------ Armor +6 Defense +25 (+7 eff.) Fatigue +12% Resistance +18% blight +18% light Disarm Resist +46% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Dethzaw (40-60 power, 27 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 110% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+3 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Galen's Will (40-60 power, 45 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Mag 30 Steam Pool [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Occult Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+5 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
Grinder (36-54 power, 20 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Steam Pool [Unique] Psionic/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+3 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Ravenbrand (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Nature/Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 On-Hit, radius 1 +8 darkness On-crit, radius 2 +4 darkness On Hit: * 20% chance to reduce all saves and defense by 24 Uses 1.0 Steam While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +1% Accuracy +15 (+4 eff.) On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) defense ------ Armor +6 Defense +22 (+6 eff.) Fatigue +12% Resistance +12% acid +8% cold +11% fire +9% mind +12% lightning Disarm Resist +50% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
The Twisted Blade (50-75 power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon Reqs Steam Pool [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+4 eff.) Fatigue +15% other ------- Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
voratun steamsaw 'Winterdash' (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On-hit +14 blight On-crit, radius 2 +20 cold On Hit: * 30% chance to reduce strength, dexterity, and constitution by 18 Uses 1.0 Steam While equipped: Stats +7 Con offense ------ Physical Crit +15.0% Critical power +35.00% Physical Power +15 (+3 eff.) Damage +12% cold Ignore resists +13% physical +15% darkness +28% cold Ignore Armor +15 When Hit 6 darkness defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Disarm Resist +27% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emelukira the Tempestcrypt (32-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Nature Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% Ignore Shields +30% On-crit, radius 2 +16 physical While equipped: Stats +11 Str +11 Dex +11 Mag +10 Wil +11 Cun +9 Con offense ------ Damage +18% lightning +30% mind Ignore Armor +5 defense ------ Mind save +18 (+8 eff.) One-handed war axes. |
Lustretooth (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Damage +27% light Ignore resists +15% all Accuracy +25 (+6 eff.) Ignore Armor +13 When Hit 4 light defense ------ Resistance +21% fire +9% light +3% physical Disarm Resist +20% Stun Resist +20% One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+10 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Scaldvengeance (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +4 fire On-crit, radius 2 +44 acid +12 fire +44 nature On Hit: * 19 arcane resource burn On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil offense ------ Physical Crit +14.0% Mind Crit +1% Critical power +10.00% Physical Power +9 (+2 eff.) Mindpower +10 (+4 eff.) Ignore resists +23% acid +24% nature Ignore Armor +15 other ------- EQ when Hit +0.04 Psi when Hit +0.12 Max hate +8.00 One-handed war axes. |
Yvynor (41-57 power, 28 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +28 Critical Rate +7.0% Attack Speed 100% Ignore Shields +15% While equipped: offense ------ Critical power +5.00% Ignore resists +11% all Accuracy +34 (+9 eff.) Ignore Armor +13 defense ------ Defense +11 (+3 eff.) Resistance +6% mind Mind save +3 (+2 eff.) Disarm Resist +50% other ------- Psi when Hit +0.20 Hate-on-crit +4.00 One-handed war axes. |
blazebringer's voratun waraxe of crippling (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +57 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Global Speed +3% Ignore resists +18% fire One-handed war axes. |
enhanced stralite waraxe of crippling (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +11 Dex +9 Mag +11 Wil +8 Cun +9 Con offense ------ Physical Crit +13.0% One-handed war axes. |
inquisitor's voratun waraxe of ruin (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Disrupt/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +9.0% Critical power +29.00% Ignore Armor +12 One-handed war axes. |
voratun waraxe 'Emelumitta' (38-54 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 arcane +56 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +12% arcane Accuracy +12 (+3 eff.) defense ------ Defense +13 (+4 eff.) Disarm Resist +47% other ------- Max mana +60.00 Max vim +30.00 One-handed war axes. |
voratun waraxe 'Emuldaldalle' (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Psionic Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: defense ------ Resistance +15% temporal Physical save +18 (+5 eff.) Unlife -60.00 life Life Regen +4.00 Healmod +15% Silence Resist +20% Teleport Resist +20% other ------- Infravision +3 One-handed war axes. |
voratun waraxe 'Lisowyn' (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Mind Crit +8% Ignore resists +13% physical Accuracy +18 (+5 eff.) Ignore Armor +15 defense ------ Resistance +30% lightning Confus Resist +20% One-handed war axes. |
voratun waraxe 'Sleetkiller' (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Accuracy +15 (+4 eff.) When Hit 8 cold defense ------ Defense +15 (+4 eff.) Resistance +12% acid +21% fire +12% darkness Disarm Resist +50% other ------- See Invisibility +15 One-handed war axes. |
voratun waraxe of ruin (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Physical Crit +15.0% Critical power +29.00% Ignore Armor +15 One-handed war axes. |
Bloomtooth1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +6% acid +4% physical +12% blight +5% arcane +18% lightning Mind save +15 (+7 eff.) Life Regen +1.20 Healmod +13% A belt that goes around your waist. |
Brodukhad1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Wil +13 Cun offense ------ Physical Crit +13.0% Spell Crit +2% Mind Crit +9% Against +38% Summoned defense ------ Resist Against +31% Summoned Life Regen +3.00 Healmod +26% other ------- EQ when Hit +0.16 Psi when Hit +0.12 Vim-on-crit +2.02 Max vim +50.00 A belt that goes around your waist. |
Daybreeze the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: offense ------ Damage +21% light +18% blight Ignore resists +25% cold defense ------ Armor +9 Resistance +21% blight +6% physical +18% light Crit Resistance 19.84% Life +60.00 Disease Resist +26% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Create a temporary shield that absorbs 389 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Elagawe the Bileglean1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: Stats +11 Mag +11 Wil offense ------ Spell Crit +6% Damage +21% lightning Ignore resists +20% nature When Hit 10 lightning 10 cold 4 nature On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +21% lightning A belt that goes around your waist. |
Glaldalle the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% acid +6% mind +9% blight When Hit 10 mind On-Hit (Melee): * 10% chance to reduce armor by 28% defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +16% acid +6% blight +10% fire +10% cold +9% lightning Physical save +25 (+7 eff.) Life Regen +3.50 Healmod +29% A belt that goes around your waist. |
Jetwhisper =15 DARKNESS RES=1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Critical power +22.45% Physical Power +10 (+2 eff.) Damage +15% arcane +12% darkness Ignore resists +15% blight Ignore Shields +34% defense ------ Resistance +15% darkness Spell save +24 (+12 eff.) other ------- Max vim +50.00 Size +1 A belt that goes around your waist. |
Runuleg the Sunnoon1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +4 Str +8 Cun +5 Con offense ------ When Hit 10 fire defense ------ Resistance +26% fire +14% cold Crit Resistance 15.00% other ------- Light +3 See Invisibility +15 A belt that goes around your waist. |
Xigavea1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: offense ------ Spellpower +7 (+4 eff.) Ignore resists +5% blight Ignore Armor +3 defense ------ Armor +17 Resistance +3% physical Physical save +9 (+3 eff.) Mind save +8 (+4 eff.) other ------- Vim-on-crit +2.00 Max stamina +10.00 Create a temporary shield that absorbs 778 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
drakeskin leather belt 'Betemira'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+1 eff.) Mindpower +20 (+8 eff.) defense ------ Armor +15 Defense +12 (+3 eff.) Physical save +24 (+6 eff.) Mind save +9 (+5 eff.) other ------- Mana/turn +0.39 Vim-on-crit +2.00 Hate-on-crit +2.00 Max mana +46.00 Max vim +30.00 A belt that goes around your waist. |
drakeskin leather belt 'Splendourtyphoon'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +6 Con +8 Lck offense ------ Mindpower +8 (+4 eff.) Damage +18% light +9% temporal When Hit 4 light defense ------ Armor +12 Defense +12 (+3 eff.) Physical save +24 (+6 eff.) Mind save +11 (+6 eff.) Stealth +13 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Disarm Traps +30 Infravision +6 A belt that goes around your waist. |
insulating hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +4% defense ------ Resistance +8% fire +10% cold A belt that goes around your waist. |
skylord's drakeskin leather belt of valiance1.0 Encumbrance T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +5 Dex +9 Wil +5 Cun defense ------ Physical save +17 (+5 eff.) Spell save +18 (+9 eff.) Mind save +31 (+12 eff.) Life +73.00 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of containment1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +7 Mag defense ------ Anomaly Control +18 Life +99.00 other ------- Mana/turn +0.53 Max mana +84.00 Max stamina +60.00 Max hate +16.00 Max psi +29.00 Max vim +33.00 Max positive +31.00 Max negative +36.00 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 157 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 40 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour) =12 DARKNESS RES=2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.0 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 78.90 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Phlegmmaim (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con offense ------ Ignore resists +20% physical Ignore Armor +10 On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +21% lightning +9% temporal +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikewish the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +8.0% Mindpower +10 (+4 eff.) Damage +12% physical Ignore resists +20% lightning +25% mind defense ------ Defense +12 (+3 eff.) Physical save +11 (+3 eff.) Mind save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+4 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+10 eff.) Mind save +20 (+9 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Yvolle the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +6 Dex +4 Mag +1 Wil offense ------ Physical Power +31 (+6 eff.) Ignore Armor +6 When Hit 10 mind defense ------ Defense +3 (+1 eff.) Resistance +5% physical other ------- Max stamina +30.59 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Dex +3 Wil +4 Cun +3 Con offense ------ Mind Crit +6% defense ------ Defense +3 (+1 eff.) Spell save +14 (+7 eff.) other ------- Stamina/turn +1.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Alablek' (13 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% acid +15% mind Ignore resists +25% mind Accuracy +25 (+6 eff.) Ignore Armor +4 defense ------ Defense +13 (+4 eff.) Physical save +8 (+2 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Blindgrinder' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +6 Wil +13 Cun offense ------ Damage +6% nature Ignore resists +32% temporal defense ------ Defense +3 (+1 eff.) Resistance +26% light Life +58.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of Eldoral (3 def, 13 armour)2.0 Encumbrance T5 cloak armor [Ego] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +13 Defense +3 (+1 eff.) Resistance +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethywyn (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun offense ------ Mind Crit +3% Mindpower +15 (+6 eff.) Damage +20% acid +9% arcane defense ------ Resistance +30% acid +16% darkness +10% blight +15% mind +15% all Physical save +14 (+4 eff.) Spell save +17 (+8 eff.) Mind save +31 (+12 eff.) Life +100.00 Life Regen +4.00 Healmod +27% other ------- Psi when Hit +0.04 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourglean the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Mind Crit +4% Critical power +20.00% Damage +15% lightning +13% physical +15% cold defense ------ Resistance +9% lightning +9% darkness +18% blight +8% cold +9% all Mind save +6 (+3 eff.) other ------- Max psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+14 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Mireslicer the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +11% lightning +9% physical +3% arcane +39% cold When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% lightning +6% temporal +6% nature +9% blight +41% cold +5% arcane +15% all Life +73.00 Life Regen +4.90 Healmod +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+8 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+10 eff.) Mind save +15 (+7 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Robe of the Worm of Angolwen (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +7 (+4 eff.) Spellpower/crit +3 defense ------ Resistance +7% all Silence Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+9 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+8 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
ancient Rags of the Sanctuary of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag offense ------ Damage +9% acid +15% physical +8% fire +10% temporal +8% cold Ignore resists +6% temporal +7% physical defense ------ Resistance +12% acid +11% physical +11% fire +12% cold +7% all Anomaly Control +9 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag offense ------ Damage +9% temporal +9% physical Ignore resists +6% temporal +7% physical defense ------ Resistance +7% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Rags of the Sanctuary of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +7% acid +7% physical +8% fire +6% cold defense ------ Resistance +11% acid +12% physical +12% fire +11% cold +7% all Mind save +16 (+7 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Mind Crit +5% Spellpower +20 (+9 eff.) Mindpower +9 (+4 eff.) Spellpower/crit +7 Damage +11% mind Ignore resists +20% mind defense ------ Resistance +15% all Silence Resist +50% other ------- Psi/turn +0.88 Max psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +2 Cun offense ------ Critical power +11.00% defense ------ Resistance +7% all other ------- Hate-on-crit +2.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gidabeth the Lavanoon (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Damage +18% acid +27% fire When Hit 4 mind On-Hit (Melee): * 22% chance to reduce armor by 28% * 22% chance to reduce all saves and defense by 24 defense ------ Armor +5 Resistance +15% lightning +14% temporal +9% fire +6% mind +15% acid A pair of boots made of leather. |
Layassra the Phoenixtouch (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +9 Dex +2 Con +12 Lck offense ------ Damage +3% fire Ignore Armor +3 When Hit 8 physical defense ------ Armor +5 Resistance +3% physical Stealth +10 Silence Resist +36% Confus Resist +48% Stun Resist +37% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 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. |
Saledama the pair of voratun boots (5 def, 11 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Con +10 Wil offense ------ Mindpower +10 (+4 eff.) Damage +15% mind Ignore resists +7% physical defense ------ Armor +11 Defense +5 (+2 eff.) Fatigue +4% Resistance +6% lightning other ------- EQ when Hit +0.08 Infravision +2 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Samirand the Growthraze (11 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% cold On-Hit (Melee): * 10% chance to slow global speed by 51% * 20 arcane resource burn defense ------ Armor +4 Defense +11 (+3 eff.) Fatigue +3% Resistance +9% nature +6% darkness +5% arcane Spell save +9 (+4 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Ululathanik the Voidlore (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +15 Mag offense ------ Critical power +20.40% Spellpower +13 (+7 eff.) Damage +6% blight +18% arcane +6% nature defense ------ Armor +5 Fatigue +4% Resistance +15% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvyta the Dimsage (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +9 (+5 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce damage dealt by 20% defense ------ Armor +3 Resistance +6% blight +12% cold +2% physical Physical save +12 (+3 eff.) Spell save +15 (+7 eff.) Confus Resist +20% A pair of boots made of leather. |
Zakhad the pair of hardened leather boots (30 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Ignore Armor +4 defense ------ Armor +7 Defense +30 (+8 eff.) Fatigue -6% Resistance +3% physical Life +35.00 other ------- Stamina/turn +0.40 Max stamina +20.00 A pair of boots made of leather. |
blood-soaked pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Crit +3.0% Physical Power +6 (+2 eff.) Damage +7% physical Ignore Armor +12 defense ------ Armor +5 other ------- Size +1 A pair of boots made of leather. |
blood-soaked pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Con +4 Wil offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Mindpower +7 (+3 eff.) Ignore resists +10% physical Ignore Armor +10 defense ------ Armor +5 Fatigue +4% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Bleakvile' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +15% darkness defense ------ Armor +3 Resistance +18% lightning +13% fire +10% cold +5% arcane +12% mind A pair of boots made of leather. |
wanderer's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Dex +6 Cun +2 Con defense ------ Armor +3 Physical save +13 (+4 eff.) Mind save +14 (+7 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Kindlestriker (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +11 Wil offense ------ Critical power +15.00% Damage +15% light +15% blight defense ------ Armor +3 Fatigue +5% Life Regen +10.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.50 Max mana +100.00 Max stamina +40.00 Unarmed combat: Weapon Damage 28.5 - 39.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Nightmare level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Shadefear (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +8 Mag +5 Wil offense ------ Physical Crit +20.0% Spell Crit +20% Mind Crit +20% Critical power +11.00% Spellpower/crit +8 Damage +18% arcane +9% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +23.0% Attack Speed 83% On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Stralite Sand Shredder (0 def, 1 armour)1.0 Encumbrance T4 hands armor [Plot Item] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Ignore Armor +1 Critical Rate +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
alchemist's voratun gauntlets of archery (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Wil +6 Cun offense ------ On-Hit 5 acid 7 fire 9 cold 7 lightning Accuracy +8 (+2 eff.) Ignore Armor +13 defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On-hit +9 ice +15 fire +18 acid +23 lightning On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
alchemist's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil +3 Con offense ------ On-Hit 10 acid 3 fire 7 cold 7 lightning defense ------ Armor +3 Fatigue +5% Physical save +17 (+5 eff.) Spell save +6 (+3 eff.) Mind save +3 (+2 eff.) Disarm Resist +41% Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +8 ice +12 physical +13 fire +10 acid +12 lightning On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con defense ------ Armor +3 Physical save +26 (+7 eff.) Spell save +5 (+2 eff.) Mind save +4 (+2 eff.) Disarm Resist +20% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +9.0% Attack Speed 100% On-hit +27 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Set Up level 5 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Zyharandil' (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +7 Dex +3 Con defense ------ Armor +9 Resistance +15% mind Life Regen +11.00 Silence Resist +20% Confus Resist +20% Pinning Resist +20% other ------- Stamina/turn +1.60 Max stamina +31.00 Unarmed combat: Weapon Damage 26.0 - 28.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Nightmare level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of sorrow (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: offense ------ Mindpower +8 (+4 eff.) On-Hit 40 mind 34 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +9 Mind save +6 (+3 eff.) Life +60.00 Unarmed combat: Weapon Damage 35.0 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Reproach level 5 On Hit: 10% Battle Shout level 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the juggernaut (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +4 Con defense ------ Armor +8 Physical save +22 (+6 eff.) Spell save +7 (+3 eff.) Mind save +20 (+9 eff.) Life +61.00 Disarm Resist +39% Unarmed combat: Weapon Damage 32.0 - 35.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +23 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcsting the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +15% mind On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +2 (+1 eff.) Resistance +12% acid +15% mind +12% blight +9% fire +5% arcane +12% lightning Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Arotta the hardened leather cap (0 def, 3 armour) =15 DARKNESS RES=2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Dex +5 Wil offense ------ Ignore resists +5% mind +25% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +3 Fatigue +3% Resistance +3% temporal +15% darkness +8% blight +11% cold +5% fire Mind save +11 (+6 eff.) other ------- Infravision +4 A cap made of leather. |
Barkbearer (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Damage +21% cold +12% nature +18% fire Ignore resists +30% nature When Hit 12 nature 12 fire defense ------ Armor +5 Fatigue +5% Resistance +14% fire +20% mind +15% cold A cap made of leather. |
Beyran (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +3 Wil +6 Cun offense ------ Spellpower +20 (+9 eff.) Damage +3% acid Ignore Shields +30% Ignore Armor +13 defense ------ Armor +5 Fatigue +5% Resistance +7% cold Spell save +6 (+3 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Breezebreak the cashmere wizard hat (2 def, 0 armour) =20 DARKNESS RES=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +16% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Defense +2 (+1 eff.) Resistance +12% temporal +20% darkness +24% cold +9% nature +5% physical A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour) =10 DARKNESS RES=2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor Reqs Mag 25 [Unique] Arcane While equipped: Stats +11 Wil +10 Mag offense ------ Spell Crit +5% Damage +15% blight +20% arcane +15% nature When Hit 10 vim draining blight On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +5% arcane other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 8% and all saves by 14, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 218.63 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eremiyon the Woebliss (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex +7 Wil offense ------ Ignore resists +25% darkness defense ------ Armor +3 Fatigue +3% Resistance +23% blight +9% temporal +5% arcane Mind save +9 (+5 eff.) other ------- Light +3 A cap made of leather. |
Frigidvault the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +4 Str +5 Mag +8 Wil +6 Cun +6 Con offense ------ Damage +16% nature +12% cold Ignore resists +25% cold defense ------ Defense +3 (+1 eff.) Resistance +24% nature +12% acid Crit Resistance 19.62% other ------- See Invisibility +31 A pointy cloth hat, very wizardly... |
Galohir the drakeskin leather hat (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Critical power +15.00% Damage +6% acid defense ------ Armor +5 Fatigue +5% Resistance +15% lightning +15% temporal +15% light +9% nature Physical save +6 (+2 eff.) Life +113.14 Cut Resist +20% Confus Resist +20% Knockbk Resist +23% A hat made of leather. Very stylish. |
Glorodanne the Satyrrot (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Str offense ------ Damage +18% darkness +24% light +9% nature Ignore resists +32% darkness +25% mind When Hit 8 mind On-Hit (Melee): * 26% chance to slow global speed by 51% defense ------ Armor +5 Fatigue +5% Resistance +12% nature +15% darkness A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) =10 DARKNESS RES=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Obsidianripper (10 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Damage +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue +4% Resistance +10% fire +11% cold Physical save +9 (+3 eff.) Unlife -80.00 life other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
The Black Crown (0 def, 15 armour) =20 DARKNESS RES=3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+6 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.40 mind and 15.48 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 3.00 mind and 3.23 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 5.61 mind and 6.03 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Yvywen the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +10 Str +7 Wil +1 Con offense ------ Physical Crit +2.0% Critical power +15.00% Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +5 Fatigue +5% Resistance +11% blight Physical save +20 (+5 eff.) Mind save +13 (+6 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 952.8 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather hat of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +4 Str +3 Dex +2 Cun offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 952.8 Physical damage. If the attack hits, the target is confused (44% 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. |
champion's drakeskin leather cap of precognition (12 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Wil +7 Cun offense ------ Accuracy +11 (+3 eff.) When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+3 eff.) Fatigue +5% Mind save +9 (+5 eff.) other ------- Light +2 A cap made of leather. |
defender's drakeskin leather hat of the bounder (6 def, 11 armour)2.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +7 Str +6 Dex defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +5% Resistance +5% all Physical save +9 (+3 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 952.8 Physical damage. If the attack hits, the target is confused (44% 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. |
defender's dwarven-steel helm of might (5 def, 10 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +4% Resistance +3% all Physical save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's hardened leather hat (6 def, 9 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +3% Resistance +2% all Physical save +8 (+2 eff.) A hat made of leather. Very stylish. |
dragonslayer's drakeskin leather hat of might (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +12% acid +11% fire +12% lightning +11% cold A hat made of leather. Very stylish. |
drakeskin leather cap 'Carrionoracle' (0 def, 11 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Dex +5 Mag +4 Wil +13 Cun +7 Con offense ------ Ignore resists +15% fire defense ------ Armor +11 Fatigue +5% Resistance +9% lightning +9% fire +26% nature other ------- Infravision +4 A cap made of leather. |
drakeskin leather cap 'Gilachak' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +4 Dex +8 Wil +8 Con defense ------ Armor +5 Fatigue +5% Physical save +14 (+4 eff.) Mind save +21 (+9 eff.) other ------- Stamina when Hit +2.30 EQ when Hit +2.60 Light +2 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.6 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
eldritch elven-silk wizard hat of arcana (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spellpower +13 (+7 eff.) defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +2.00 Mana when Hit +1.60 Max mana +80.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Aerevea' (0 def, 3 armour) =BREATHE UNDERWATER=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +20% arcane defense ------ Armor +3 Fatigue +3% Resistance +12% nature +16% cold +6% darkness +5% arcane Spell save +6 (+3 eff.) Stun Resist +20% Teleport Resist +20% other ------- Max vim +40.00 Breathe water A cap made of leather. |
voratun helm 'Hanuroddarach' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +18 Str +12 Dex +4 Cun offense ------ Ignore resists +25% arcane +10% temporal Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +5% arcane Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 952.8 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 29.35 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
fearforged voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane While equipped: Stats +7 Str +7 Mag +8 Wil +8 Con offense ------ Physical Crit +9.0% Spell Crit +9% Mind Crit +8% Physical Power +25 (+5 eff.) Spellpower +20 (+9 eff.) Mindpower +16 (+6 eff.) defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +26% Resistance +17% lightning +11% fire -20% light +9% darkness Physical save +7 (+2 eff.) Spell save +10 (+5 eff.) Mind save +6 (+3 eff.) A suit of armour made of mail. |
searing voratun mail armour of command (19 def, 18 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 17 acid 18 fire When Hit 14 acid 16 fire defense ------ Armor +18 Defense +19 (+5 eff.) Fatigue +12% Resistance +26% acid +26% fire Mind save +20 (+9 eff.) A suit of armour made of mail. |
searing voratun mail armour of delving (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Master While equipped: Stats +8 Str offense ------ On-Hit 18 acid 23 fire When Hit 16 acid 10 fire defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +20% acid +15% fire +17% darkness +11% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Layedhenne (10 def, 16 armour)17.0 Encumbrance T5 massive armor [Rare] Master While equipped: offense ------ Critical power +20.00% Accuracy +30 (+8 eff.) defense ------ Armor +16 Defense +10 (+3 eff.) Fatigue +22% Resistance +9% physical Physical save +22 (+6 eff.) Blind Resist +20% Poison Resist +20% Disease Resist +20% Stun Resist +20% Knockbk Resist +20% other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
Xanamina the voratun plate armour (0 def, 24 armour)17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 8 acid 23 fire Damage +9% blight Ignore resists +10% blight When Hit 15 acid 16 fire On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Armor +24 Fatigue +15% Resistance +29% acid +30% fire +9% physical Physical save +33 (+9 eff.) A suit of armour made of metal plates. |
stralite plate armour 'Iveda' (0 def, 39 armour)17.0 Encumbrance T4 massive armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +9 Mag +10 Wil offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% Physical Power +22 (+5 eff.) Spellpower +22 (+10 eff.) Mindpower +50 (+18 eff.) Damage +9% acid defense ------ Armor +39 Fatigue +13% Resistance +16% lightning +5% arcane Physical save +9 (+3 eff.) Mind save +9 (+5 eff.) other ------- Hate-on-crit +1.00 Max psi +20.00 A suit of armour made of metal plates. |
Ce'Niyalle the Dourlore (0 def, 10 armour, 70-83 power, 198 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature When used to Attack: Weapon Damage 69.5 - 83.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +198 On-hit +29 cold +19 nature On-Hit, radius 1 +4 acid On-crit, radius 2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 20% * 23% chance to reduce armor by 28% While equipped: Stats +5 Wil offense ------ On-Hit 7 acid Damage +6% acid On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 21 acid On-Hit (Melee): * 10% chance to reduce armor by 28% defense ------ Armor +10 Fatigue +8% Resistance +15% blight +17% cold +19% nature +3% acid Life +120.00 other ------- Talents +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Hail's kiss the stralite shield (0 def, 8 armour, 49-59 power, 133 block)7.0 Encumbrance T4 shield armor [Rare] Arcane When used to Attack: Weapon Damage 49.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +133 On-hit +18 light +18 darkness On-crit, radius 2 +21 mind While equipped: Stats +23 Mag +3 Wil +9 Cun offense ------ Spellpower/crit +8 Damage +18% light +11% darkness +15% mind defense ------ Armor +8 Fatigue +8% Resistance +15% cold +18% light +18% darkness other ------- Hate-on-crit +5.20 Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +10 (+3 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+6 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+3 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+10 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
coruscating voratun shield of winter (0 def, 10 armour, 68-82 power, 202.5 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 68.5 - 82.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +202 On-hit +18 cold +16 fire While equipped: Stats +4 Str +4 Wil offense ------ On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 17 fire defense ------ Armor +10 Fatigue +8% Resistance +15% cold +15% fire other ------- Talents +1 Block Handheld deflection devices. |
impervious voratun shield of patience (0 def, 16 armour, 69-83 power, 286.5 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 69.0 - 82.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +286 While equipped: Stats +5 Con defense ------ Armor +16 Fatigue +8% Resistance +14% temporal Physical save +9 (+3 eff.) other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and 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 (276) is absorbed, or the time runs out (9 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. |
voratun shield 'Brightdash' (0 def, 28 armour, 72-86 power, 212.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 71.5 - 85.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +212 On-crit, radius 2 +12 fire On Hit: * Deal physical damage equal to your armor (103) While equipped: Stats +3 Str +13 Dex offense ------ Accuracy +21 (+5 eff.) On-Hit (Melee): * 15% chance to reduce all saves and defense by 24 When Hit: * 23% chance to reduce all saves and defense by 24 defense ------ Armor +28 Fatigue +8% Resistance +6% blight Spell save +6 (+3 eff.) Knockbk Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
wrathful voratun shield of shrapnel (0 def, 10 armour, 68-82 power, 188 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 68.0 - 81.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +188 On-crit, radius 2 +40 light +36 fire While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) * Deals 82 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +13% light +12% fire other ------- Talents +1 Block Handheld deflection devices. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Aryvea the Kilnbearer (19/19, 53-74 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Rare] Arcane Weapon Damage 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On-ranged-hit +21 blight On-Hit, radius 1 +21 fire On-crit, radius 2 +21 blight +21 fire On Hit: 20% Curse of Vulnerability level 5 On Hit: * 21% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce strength, dexterity, and constitution by 18 Arrows are used with bows to pierce your foes to death. |
Radiancecut (23/23, 92-129 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 92.0 - 128.8 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +24.0% Capacity 23 On-ranged-hit +16 fire +16 light +60 physical On-crit, radius 2 +8 fire +20 light +8 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Scabshear (21/21, 94-132 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master Weapon Damage 94.5 - 132.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 21 On-ranged-hit +24 nature On-Hit, radius 1 +20 nature On-crit, radius 2 +20 nature On Hit: * 20 arcane resource burn On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
851 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Rainvortex' (dig speed 31 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Wil +3 Con offense ------ Spell Crit +2% On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +20 (+5 eff.) Resistance +15% lightning Unlife -40.00 life Healmod +20% other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Adosetta =8 DARKNESS RES=1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Dex offense ------ Mind Crit +9% Mindpower +7 (+3 eff.) Damage +11% light Accuracy +15 (+4 eff.) defense ------ Defense +25 (+7 eff.) Resistance +8% darkness Affinity +5% light Mind save +7 (+4 eff.) Life +52.00 other ------- Light +6 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 119.46 light damage. At talent level 3 you gain 18% 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. |
Eleta =6 DARKNESS RES=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Cun +10 Str defense ------ Resistance +6% cold +6% darkness +12% mind Physical save +6 (+2 eff.) Mind save +10 (+5 eff.) other ------- Light +4 See Stealth +14 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 94.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.71 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. |
Salenne the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: defense ------ Armor +6 Resistance +20% blight +9% lightning Crit Resistance 15.00% Spell save +18 (+9 eff.) Life +64.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Skylash the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +18% lightning +15% mind When Hit 22 fire defense ------ Armor +6 Defense +30 (+8 eff.) Resistance +5% arcane +23% fire Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Velikira the Flashspike1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: offense ------ Damage +9% lightning Ignore resists +20% lightning +5% temporal When Hit 4 lightning defense ------ Resistance +9% cold +6% nature +9% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +19% Out-of-Phase Resilience +29% other ------- Light +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's alchemist's lamp of the moons =5 DARKNESS AFF=1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Damage +9% darkness defense ------ Resistance +7% temporal +10% light +7% cold Affinity +5% darkness Out-of-Phase Defense +13 Out-of-Phase Resistance +15% Out-of-Phase Resilience +16% other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 129.36 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +29% Confus Resist +15% other ------- Light +9 See Stealth +13 See Invisibility +14 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 127.09 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Gloombraze the pouch of voratun shots (25/25, 67-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +19 Ignore Armor +6 Critical Rate +18.0% Capacity 25 On-ranged-hit +8 darkness On-Hit, radius 1 +20 darkness On-crit, radius 2 +12 light On Hit: * 10 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Scorpionkill (23/23, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 56.0 - 67.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +16 lightning +16 temporal +22 nature +16 blight On-crit, radius 2 +22 lightning +22 nature +22 blight On Hit: 20% Curse of Impotence level 5 Shots are used with slings to pummel your foes to death. |
Spider's Fangs (18/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
pouch of voratun shots 'Betutta' (21/21, 67-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 21 On-ranged-hit +20 acid +16 physical On-Hit, radius 1 +8 acid +10 fire On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce armor by 28% * 20% chance to knock the target back 3 spaces and deal 150 physical damage On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Dagumabar' (21/21, 70-83 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 69.5 - 83.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +36.0% Capacity 21 On-ranged-hit +8 mind +20 nature On-crit, radius 2 +20 mind On Hit: * 26% chance to slow global speed by 51% * 26 arcane resource burn On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Chalenik the Winterknave [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% blight +9% cold Ignore resists +28% blight +28% cold When Hit 6 cold On-Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 18 defense ------ Resistance +12% light other ------- Light +3 Blast the opponent's mind dealing 570 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Flamesorrow [power 173] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% fire Ignore resists +15% mind When Hit 10 mind 10 fire defense ------ Resistance +9% acid other ------- EQ when Hit +0.12 Psi when Hit +0.24 Hate-on-crit +3.00 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Galyredur [power 93] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +6 Wil +6 Con defense ------ Defense +30 (+8 eff.) Resistance +15% light +9% acid Blind Resist +20% Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 71 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
overpowered stralite torque of clear mind [power 5] (36 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 36 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of mindblast [power 545] (21 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 654 mind damage and silencing them for 4 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of mindblast [power 230] (11 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 276 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Darkwake' [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +8 Dex +2 Mag +2 Wil offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce damage dealt by 20% other ------- Infravision +3 Blast the opponent's mind dealing 204 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Voryth' [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +7% Critical power +20.00% Mindpower +15 (+6 eff.) Spellpower/crit +10 Damage +9% blight other ------- Mana-on-crit +2.04 Vim-on-crit +2.04 Max hate +10.00 Max psi +50.00 Blast the opponent's mind dealing 570 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 38% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Demonclamor the yew totem of healing [power 320] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Mag +5 Con offense ------ Damage +12% lightning +15% nature Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Crit Resistance 15.00% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin [power 74] (20 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Blazekill' [power 110] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +15% light defense ------ Armor +4 Resistance +15% temporal +12% fire Life +100.00 Blind Resist +20% Poison Resist +20% Knockbk Resist +20% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 130 Armor: 10 All Resist: 10 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
extending ash totem of thorny skin [power 26] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of summon tentacle [power 490] (31 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1151 Base Damage: 559 Armor: 8 All Resist: 24 Puts all charms on 31 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dagakor the elven-wood wand of shielding [power 428] (20 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +8% Critical power +20.00% When Hit 4 mind defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Skyradiance' [power 16] (15 cooldown) =6 DARKNESS WARD=2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning +9% cold +12% mind Ignore resists +25% darkness +15% lightning When Hit 6 mind 11 darkness On-Hit (Melee): * 23% chance to reduce all saves and defense by 24 defense ------ Resistance +9% lightning +21% cold +17% mind other ------- Wards +6 acid +6 temporal +6 darkness +5 fire Talents +1 Ward Reveal the area around you, dispelling darkness (radius 16, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 266] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Squee the Orc Bulwark level 11
52nd Retaking 124th year of Ascendancy at 15:47 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Squee the Orc Bulwark level 14
31st Revenge 124th year of Ascendancy at 01:49 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Squee the Orc Bulwark level 30
3rd Dearth 124th year of Ascendancy at 16:06 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Squee the Orc Bulwark level 46
6th Remembrance 125th year of Ascendancy at 01:30 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Squee the Orc Bulwark level 45
47th Destruction 124th year of Ascendancy at 08:35 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Squee the Orc Bulwark level 46
6th Remembrance 125th year of Ascendancy at 00:57 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Squee the Orc Bulwark level 35
18th Dearth 124th year of Ascendancy at 20:59 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Squee the Orc Bulwark level 32
14th Dearth 124th year of Ascendancy at 20:43 see stats
I did not want that! (Insane (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Squee the Orc Bulwark level 36
35th Dearth 124th year of Ascendancy at 02:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Squee the Orc Bulwark level 10
48th Retaking 124th year of Ascendancy at 10:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Squee the Orc Bulwark level 20
6th Pain 124th year of Ascendancy at 18:19 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Squee the Orc Bulwark level 30
2nd Dearth 124th year of Ascendancy at 02:51 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Squee the Orc Bulwark level 40
48th Dearth 124th year of Ascendancy at 06:37 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Squee the Orc Bulwark level 50
7th Retaking 125th year of Ascendancy at 14:11 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Squee the Orc Bulwark level 50
51st Revenge 125th year of Ascendancy at 16:08 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Squee the Orc Bulwark level 35
19th Dearth 124th year of Ascendancy at 19:57 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Squee the Orc Bulwark level 41
17th Destruction 124th year of Ascendancy at 10:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Squee the Orc Bulwark level 30
2nd Dearth 124th year of Ascendancy at 07:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Squee the Orc Bulwark level 22
16th Pain 124th year of Ascendancy at 00:02 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Squee the Orc Bulwark level 50
9th Retaking 125th year of Ascendancy at 10:58 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Squee the Orc Bulwark level 50
5th Revenge 125th year of Ascendancy at 01:49 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Squee the Orc Bulwark level 34
17th Dearth 124th year of Ascendancy at 04:01 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Squee the Orc Bulwark level 47
17th Remembrance 125th year of Ascendancy at 12:06 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Squee the Orc Bulwark level 38
45th Dearth 124th year of Ascendancy at 21:09 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Squee the Orc Bulwark level 34
18th Dearth 124th year of Ascendancy at 18:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Squee the Orc Bulwark level 24
17th Pain 124th year of Ascendancy at 14:08 see stats
Log
Sher'Tul High Priest shrugs off the effect 'Disarmed'!
Melee retaliation hits Squee for (9 absorbed), 0 temporal, 7 light (7 total damage).
Squee hits Sher'Tul High Priest for (80 flat reduction), (171 absorbed), 0 blight, (80 flat reduction), (213 absorbed), 0 physical (0 total damage).
Sher'Tul High Priest casts Bone Spear.
Squee is recovering from the damage!
Sher'Tul High Priest hits Squee for 289 temporal, 184 physical (473 total damage).
Talent Assault is ready to use.
Curse of Death from Sher'Tul High Priest hits Squee for 62 temporal, 39 darkness (101 total damage).
Animated blood is no longer evading attacks.
Animated blood performs a melee critical strike against Spiked tentacle!
Animated blood hits Spiked tentacle for 93 blight damage.
Spiked tentacle hits Squee for 58 physical damage.
Spiked tentacle hits Squee for 56 physical damage.
Spiked tentacle hits Squee for 56 physical damage.
Bleeding from Squee hits Spiked tentacle for 410 physical damage.
Melee retaliation hits Spiked tentacle for 11 darkness, 4 arcane (15 total damage).
Melee retaliation hits Spiked tentacle for 11 darkness, 4 arcane (15 total damage).
Melee retaliation hits Spiked tentacle for 11 darkness, 4 arcane (15 total damage).
Melee retaliation hits Spiked tentacle for 11 darkness, 4 arcane (15 total damage).
Spiked tentacle hits Squee for 70 physical damage.
Lava floor hits Spiked tentacle for 28 fire damage.
Melee retaliation killed Spiked tentacle!
Sher'Tul High Priest is fully armored again.
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest casts Manathrust.
Sher'Tul High Priest's spell attains critical power!
Sher'Tul High Priest's spell attains critical power!
Sher'Tul High Priest hits Squee for 253 temporal, 158 darkness (411 total damage).
Sher'Tul High Priest's Manathrust hits Squee for 93 temporal damage.
Squee the level 50 orc bulwark was temporally distorted to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.

























































































































































































































