


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 2181% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 17 on the 15th Revenge 124th year of Ascendancy at 16:21 0 / 7Killed by naga myrmidon at level 21 on the 31st Revenge 124th year of Ascendancy at 14:17 Killed by whitehoof maulotaur at level 22 on the 39th Revenge 124th year of Ascendancy at 07:44 Killed by Eilinegawyn the whitehoof invoker at level 22 on the 39th Revenge 124th year of Ascendancy at 09:18 Killed by dreaming horror at level 25 on the 2nd Pain 124th year of Ascendancy at 12:34 Killed by dreaming horror at level 25 on the 2nd Pain 124th year of Ascendancy at 13:50 Killed by nightmare horror at level 39 on the 2nd Destruction 124th year of Ascendancy at 17:52 |
Primary Stats
| Strength | 104 (base 52) |
| Dexterity | 59 (base 30) |
| Constitution | 90 (base 49) |
| Magic | 32 (base 21) |
| Willpower | 47 (base 24) |
| Cunning | 89.7 (base 53) |
Resources
| Life | 1750/1750 |
| Steam | 80/80 |
| Healing Factor | 2.0417972820841 |
| Regeneration | 45.42872432288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +376.7157810453% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 56 |
| Crit Chance | 54% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 83 |
| Accuracy | 56 |
| Crit Chance | 54% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Lightning | +38% |
| Temporal | +44% |
| Nature | +45% |
| Physical | +37% |
| Fire | +53% |
| All | +26% |
Offense: Damage Penetration
| Physical | +40% |
| Temporal | +22% |
| Fire | +45% |
| Arcane | +17% |
| Mind | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 100.13943112722 (93.292586063405%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 56 |
| Physical Save | 67 |
| Spell Save | 46 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 51%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 63%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 31% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 98%. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Grinding Shield |
| talent | Saw Wheels |
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. | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 75): Mirror MatchYou completed the challenge and received: Random Artifact: Tainttouch (0 def, 0 armour) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 | Eilinoma the pair of drakeskin leather boots (18 def, 20 armour) 2.0 T5 feet armor [Rare] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +18% temporal Res.pen +15% temporal ----- def ----- Armour +20 Defense +18 (+5 eff.) Resists +2% physical Die.at -80.00 life ---------- misc Stam/turn +3.00 Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
| Light source | nightwalker's dwarven lantern of illusion1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Phys.save +14 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +10 Cun +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +14 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +50% ---------- misc Talents +5 Hand Cannon Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 41.43 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +22 (+3 eff.) Mind.pwr +12 (+4 eff.) S.pwr/crit +6 Dmg.mod +19% nature +8% all Res.pen +10% arcane Melee Ret 2 arcane ----- def ----- Resists +38% nature +9% blight Max.HP +70.00 HP.reg +17.00 Heal.mod +18% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | Cloudspike0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% darkness Res.pen +25% mind On Hit (Melee): * 24% chance to slow global speed by 59% * 24% chance to reduce damage dealt by 25% ----- def ----- Resists +21% lightning +9% physical +24% nature +15% mind ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | elemental voratun steamsaw of massacre (53-80 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 53.5 - 80.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +112 On Hit: * Create an explosion dealing 33 fire damage (1/turn) * shock your foe dealing 37 damage and draining some of their resources Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +16% fire Res.pen +15% fire ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +12% ---------- misc 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! |
| Around waist | Breezeclash the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Apr +2 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +15 (+4 eff.) Resists +7% acid +6% fire +7% lightning +7% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | inquisitor's voratun steamsaw of evisceration (40-60 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Disrupt/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 On Hit: * flashes light on your target dealing 98 damage On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +10.0% Crit.mult +15.00% Phys.pwr +11 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +12% ---------- misc 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! |
| Cloak | enveloping elven-silk cloak of the guardian (32 def, 10 armour) 2.0 T5 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +32 (+8 eff.) Resists +30% lightning Phys.save +34 (+9 eff.) Spell.save +28 (+9 eff.) Mind.save +25 (+7 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Therapeutic Platemail (5 def, 12 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +12 Str +15 Dex +12 Mag +12 Wil +12 Cun +15 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
heroism infusion (die at -530; dur 8; cd 28)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -530 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 530 life, 8 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. |
regeneration infusion (heal 514; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 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. |
shatter afflictions rune (absorb 114; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. |
stormshield rune (threshold 81; blocks 4; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 81 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. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Aerylrana the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +6% mind +12% cold Phys.save +14 (+4 eff.) Spell.save +18 (+6 eff.) Mind.save +14 (+5 eff.) Heal.mod +26% Cut- +80% ---------- misc Masteries +0.27 Technique/Combat training Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 346 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+9 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+6 eff.) Mind.pwr +40 (+12 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (121). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
archmage's stralite amulet0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+0 eff.) Dmg.mod +7% acid +7% fire +8% cold +8% lightning Amulets make your neck look great! |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Pinning- +28% Knockbk- +22% Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +13 Mag +8 Wil dps ---------- Spell.pwr +12 (+2 eff.) Melee+ 34 light Ranged+ 30 light Dmg.mod +18% light Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 83% 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! |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +10 (+3 eff.) Rings make your fingers look great! |
mule's gold ring of frost (+24%) ==COLD==0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -6% Resists +24% cold ---------- misc Max.enc +25 Rings make your fingers look great! |
solipsist's gold ring of speed0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) Mov.spd +18% Acc +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
solipsist's steel ring of life0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +64.00 HP.reg +7.00 Heal.mod +14% Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
elemental dwarven-steel battleaxe of corruption (31-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Arcane Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 On Hit: * Create an explosion dealing 33 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +27% cold Res.pen +23% cold Massive two-handed battleaxes. |
elemental voratun battleaxe of daylight (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 light Against +24% Undead On Hit: * Create an explosion dealing 33 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +33% cold Res.pen +42% cold Massive two-handed battleaxes. |
truestriking voratun battleaxe of erosion (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 nature While equipped: dps ---------- Res.pen +20% physical Acc +34 (+9 eff.) Apr +20 Massive two-handed battleaxes. |
Mercy (35-45 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced stralite dagger of amnesia (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +44% Sharp, short and deadly. |
balanced stralite dagger of crippling (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Acc +12 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +42% Sharp, short and deadly. |
blazebringer's steel dagger of dampening (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +31 fire While equipped: dps ---------- All.spd +5% Res.pen +7% fire ----- def ----- Resists +11% acid +10% lightning +10% cold +11% fire +5% all Spell.save +8 (+2 eff.) Sharp, short and deadly. |
chilling voratun dagger of massacre (52-68 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 52.5 - 68.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +23 cold Sharp, short and deadly. |
elemental iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 33 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +9% lightning Sharp, short and deadly. |
enhanced dwarven-steel dagger of evisceration (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +8 Dex +9 Mag +8 Wil +8 Cun +6 Con dps ---------- Phys.crit +11.0% Phys.pwr +10 (+3 eff.) Sharp, short and deadly. |
enhanced steel dagger of shearing (13-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +6 Cun +7 Con dps ---------- Res.pen +9% all Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
enhanced stralite dagger of massacre (36-47 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +11 Str +7 Dex +11 Mag +10 Wil +11 Cun +11 Con Sharp, short and deadly. |
plaguebringer's stralite dagger of evisceration (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) ----- def ----- Disease- +27% Sharp, short and deadly. |
steel dagger of shearing (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +9 (+3 eff.) Apr +5 Sharp, short and deadly. |
stormbringer's voratun dagger of evisceration (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 lightning +44 cold On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+4 eff.) Mov.spd +45% Res.pen +18% lightning +22% cold Sharp, short and deadly. |
truestriking steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +12 (+3 eff.) Apr +9 Sharp, short and deadly. |
voratun dagger of crippling (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Sharp, short and deadly. |
arcing dwarven-steel greatmaul of evisceration (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 33 damage On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +16 (+4 eff.) Massive two-handed mauls. |
blazebringer's dwarven-steel greatmaul (45-67 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +79 fire While equipped: dps ---------- All.spd +9% Res.pen +21% fire Massive two-handed mauls. |
inquisitor's stralite greatmaul of crippling (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Disrupt/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
inquisitor's stralite greatmaul of evisceration (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Disrupt/Master Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +19 (+5 eff.) Massive two-handed mauls. |
quick voratun greatmaul of daylight (65-98 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 65.5 - 98.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 light Against +30% Undead While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +35 (+9 eff.) Massive two-handed mauls. |
quick voratun greatmaul of massacre (86-129 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 86.5 - 129.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +34 (+9 eff.) Massive two-handed mauls. |
Latafayn (68-108 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
balanced steel greatsword of ruin (21-33 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 21.0 - 33.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +26.00% Acc +13 (+4 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disarm- +42% Massive two-handed swords. |
chilling voratun greatsword of paradox (63-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 temporal +33 cold While equipped: ----- def ----- Resists +23% temporal Massive two-handed swords. |
elemental steel greatsword of projection (21-33 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Psionic Power 21.0 - 33.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 33 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +20% lightning Res.pen +20% lightning Massive two-handed swords. |
inquisitor's stralite greatsword (47-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
manaburning steel greatsword (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 23 arcane resource burn Massive two-handed swords. |
stormbringer's steel greatsword of torment (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Psionic Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +19 lightning +19 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +44% Res.pen +17% lightning +19% cold Massive two-handed swords. |
voratun greatsword of ruin (63-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +42.00% Apr +19 Massive two-handed swords. |
voratun greatsword of torment (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 64.0 - 102.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
warbringer's voratun greatsword (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +20% physical ----- def ----- Disarm- +42% Massive two-handed swords. |
dragonbone longbow4.0 T5 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 52 temporal damage and slows enemies in radius 6 of the target by 62% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 102% damage. Then teleport next to a second random enemy, attacking for 102% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Zifang the Toxinworth (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 fire +12 nature +30 cold On Hit.r1 +8 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +29.0% Phys.pwr +15 (+4 eff.) Dmg.mod +9% nature +12% fire Res.pen +20% fire ----- def ----- Resists +9% nature Sharp, long, and deadly. |
arcing stralite longsword of corruption (31-44 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 33 damage Sharp, long, and deadly. |
enhanced dwarven-steel longsword of crippling (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +9 Dex +9 Mag +8 Wil +9 Cun +9 Con dps ---------- Phys.crit +10.0% Sharp, long, and deadly. |
plaguebringer's iron longsword of projection (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 1 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 13 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +14% Sharp, long, and deadly. |
plaguebringer's voratun longsword of phasing (43-60 power, 28 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +28 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 13 While equipped: ----- def ----- Disease- +31% Sharp, long, and deadly. |
quick stralite longsword of massacre (48-67 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +19 (+5 eff.) Sharp, long, and deadly. |
warbringer's dwarven-steel longsword (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +21% Sharp, long, and deadly. |
blazebringer's steel mace of massacre (21-30 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit.r2 +34 fire While equipped: dps ---------- All.spd +5% Res.pen +9% fire Blunt and deadly. |
dwarven-steel mace of shearing (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all Acc +14 (+4 eff.) Apr +11 Blunt and deadly. |
dwarven-steel mace of torment (29-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Psionic Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
stormbringer's iron mace (11-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit.r2 +13 lightning +11 cold While equipped: dps ---------- Mov.spd +23% Res.pen +9% lightning +7% cold Blunt and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (8-8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Glorowe the vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +24 temporal On Hit: * 24% chance to reduce armor by 22% While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Melee Ret 12 acid ----- def ----- Resists +6% arcane +18% temporal Confus- +24% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Murkblow the pulsing mindstar (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 24% chance to reduce damage dealt by 25% While equipped: Stats +11 Dex +8 Mag +4 Cun dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +21% fire ----- def ----- Resists +24% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +1.80 Light +3 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. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+6 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
blooming thorny mindstar of life (7-7 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +30.00 HP.reg +1.30 Heal.mod +21% Heal/summ +40 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +5 (+1 eff.) Heal.mod +18% Heal/summ +30 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of life (17-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +10 (+4 eff.) ----- def ----- Max.HP +50.00 HP.reg +1.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of life (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +10 (+4 eff.) ----- def ----- Max.HP +43.00 HP.reg +1.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of sand (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +11 (+4 eff.) Melee+ 17 physical Dmg.mod +21% mind +17% physical Res.pen +15% physical ----- def ----- Resists +15% physical ---------- misc Psi/m.crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous vined mindstar (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +7 (+3 eff.) Dmg.mod +13% mind ---------- misc Psi/m.crit +3.00 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. |
hateful thorny mindstar (9-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +11% mind +14% darkness Res.pen +10% mind +11% darkness ---------- misc Max.hate +7.00 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. |
hateful thorny mindstar (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +13% mind +17% darkness Res.pen +11% mind +9% darkness ---------- misc Max.hate +7.00 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. |
honing thorny mindstar of disruption (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% physical Res.pen +7% physical ----- def ----- Resists +7% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of frost (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 20 cold 13 mind 9 darkness Dmg.mod +14% cold +9% mind +10% darkness Res.pen +19% cold ----- def ----- Armour +17 Resists +20% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ---------- misc Hate/kill +4.00 Psi/kill +5.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 132.05 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of resolve (15-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +21% lightning +25% fire +12% cold ----- def ----- Spell.save +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
resonating pulsing mindstar of gales (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +12% lightning +14% cold +7% mind +14% physical Res.pen +9% mind ----- def ----- Defense +26 (+7 eff.) Resists +6% mind Dmg.Resnn +14% Pinning- +34% ---------- misc Psi/ret +1.90 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. |
resonating vined mindstar of venom (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 10 acid Dmg.mod +11% acid +5% mind Res.pen +10% acid +4% mind ----- def ----- Resists +11% acid +6% mind Dmg.Resnn +12% HP.reg +3.00 ---------- misc Psi/ret +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of frost (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 7 lightning 6 physical 7 fire 9 acid 26 cold Dmg.mod +16% cold Res.pen +12% cold ----- def ----- Armour +16 Resists +7% lightning +9% physical +25% cold +7% fire +9% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of piercing4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +7% all Acc +8 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 134.90 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (269). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel elven-wood vilestaff of protection (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +18.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ----- def ----- Resists +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +33 (+5 eff.) Dmg.mod +30% cold ---------- misc Mana/turn +0.60 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+2 eff.) Dmg.mod +25% fire ---------- misc Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of channeling (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +25 (+4 eff.) Dmg.mod +25% physical ---------- misc Mana/turn +0.50 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal yew vilestaff of wizardry (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +22 (+3 eff.) Dmg.mod +20% fire Phasing +22% ----- def ----- Defense +18 (+5 eff.) Shield.pwr +13% ---------- misc Max.mana +70.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash magestaff of greater warding (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+2 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) ---------- misc Wards +3 lightning +3 cold +3 arcane +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +25.00% Spell.pwr +12 (+2 eff.) Melee+ 20 fire Dmg.mod +15% darkness ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +4 See.Invis +11 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 88.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +20.00% Spell.pwr +8 (+1 eff.) Melee+ 19 fire Dmg.mod +10% lightning ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of wizardry (40-48 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +29 (+4 eff.) Dmg.mod +40% darkness ---------- misc Max.mana +109.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of channeling (34-40 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +32 (+5 eff.) Dmg.mod +34% cold ---------- misc Mana/turn +0.45 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of protection (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light ----- def ----- Resists +15% light ---------- misc Mana/turn +0.40 Max.mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of breaching (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +10 Dmg.mod +25% physical Res.pen +12% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone starstaff (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light ----- def ----- Resists +10% darkness +14% temporal Def/telep +19 Res/telep +25% Dur/telep +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff of breaching (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% physical Res.pen +12% physical ----- def ----- Resists +11% darkness +13% temporal Def/telep +21 Res/telep +9% Dur/telep +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty steel steamgun of recursion4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ramroller (40-60 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+4 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
The Lumberator (27-40 power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
wrathful voratun steamsaw of amnesia (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 48 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +12% light +12% fire ---------- misc 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! |
caustic orite trident of shearing (42-68 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 42.5 - 68.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +48 acid +52 nature While equipped: dps ---------- Res.pen +30% acid +30% nature +10% all Acc +23 (+6 eff.) Apr +33 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of corruption (26-41 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental deep-steel trident (26-42 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 33 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +23% lightning Res.pen +24% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orichalcum trident of crippling (53-84 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Arcane/Master Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 33 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Dmg.mod +20% acid Res.pen +37% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced coral trident of shearing (12-20 power, 6 apr)3.0 T1 trident 2H weapon [Ego++] Nature/Master Power 12.5 - 20.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +7 Cun +7 Con dps ---------- Res.pen +10% all Acc +13 (+4 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of massacre (73-117 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Master Power 73.5 - 117.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of evisceration (38-61 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +19 (+5 eff.) Res.pen +19% physical Acc +30 (+8 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
dwarven-steel waraxe of rage (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +11% physical Acc +15 (+4 eff.) One-handed war axes. |
enhanced voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +12 Str +10 Dex +13 Mag +12 Wil +13 Cun +9 Con One-handed war axes. |
plaguebringer's stralite waraxe (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 While equipped: ----- def ----- Disease- +27% One-handed war axes. |
stormbringer's iron waraxe of erosion (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature On Crit.r2 +13 lightning +11 cold While equipped: dps ---------- Mov.spd +23% Res.pen +9% lightning +9% cold One-handed war axes. |
stormbringer's stralite waraxe of erosion (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +34 lightning +37 cold While equipped: dps ---------- Mov.spd +34% Res.pen +21% lightning +18% cold One-handed war axes. |
stralite waraxe of projection (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Psionic Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
truestriking steel waraxe of persecution (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Disrupt/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +3 Wil dps ---------- Res.pen +9% physical Acc +13 (+4 eff.) Apr +9 One-handed war axes. |
truestriking stralite waraxe of torment (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master/Psionic Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% physical Acc +21 (+6 eff.) Apr +12 One-handed war axes. |
Ulokor the Strikeraze1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% lightning ----- def ----- Defense +12 (+3 eff.) Resists +3% temporal +9% light +3% nature Spell.save +7 (+2 eff.) Stealth +8 Max.HP +39.00 ---------- misc Size +1 A belt that goes around your waist. |
balancing drakeskin leather belt1.0 T5 belt armor [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +14.0% Mind.crit +14% A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +15% physical Phys.save +40 (+10 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal 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 78 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. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 66.43 to 83.04 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Tainttouch (0 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.pwr +17 (+2 eff.) S.pwr/crit +6 Dmg.mod +12% cold +6% nature +6% light Res.pen +15% light +15% cold Melee Ret 2 nature ----- def ----- Resists +3% light +18% darkness +12% nature +9% cold +18% mind +13% all Phys.save +18 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +33 (+9 eff.) Silence- +44% ---------- misc Light +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of corrosion (+33%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +22% acid ----- def ----- Resists +33% acid +11% all ---------- misc Mana/turn +0.28 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of blight (+24%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +24% blight +26% arcane ----- def ----- Resists +24% blight +13% all ---------- misc Max.mana +90.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of the mind (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Con dps ---------- Dmg.mod +14% nature +18% mind ----- def ----- Resists +18% mind +9% all Poison- +30% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of the mind (+14%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Con dps ---------- Dmg.mod +13% nature +14% mind ----- def ----- Resists +14% mind +9% all Poison- +27% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +10% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dreamer's pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Ce'Nerimina' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +6 Mag +5 Wil +4 Con dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +11 (+3 eff.) Dmg.mod +6% temporal Apr +18 ----- def ----- Armour +5 Fatigue -10% Phys.save +14 (+4 eff.) Die.at -40.00 life ---------- misc Max.enc +50 Mana/turn +0.60 Max.mana +39.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Silence- +38% Confus- +38% Stun/Frz- +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +38% Confus- +35% Stun/Frz- +35% ---------- misc Stam/turn +0.80 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +3 Silence- +38% Confus- +38% Stun/Frz- +32% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 5.5 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Fuluhell the voratun gauntlets (0 def, 10 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 15 lightning 11 physical Dmg.mod +6% lightning +6% physical Acc +17 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +10 Fatigue +5% Resists +7% lightning +12% cold +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
blighted iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +8 Fatigue +5% Mind.save +12 (+4 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of regeneration (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+3 eff.) HP.reg +2.70 ---------- misc Stam/turn +0.50 Psi/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +7% Spell.pwr +13 (+2 eff.) Mind.pwr +10 (+4 eff.) Melee+ 40 mind 38 darkness On Hit (Melee): * 23% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Mind.save -5 (-1 eff.) ---------- misc Mana/turn +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 160.62 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (32% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 61.34 fire and 54.93 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 220.25 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. |
Frigidspawn (2 def, 12 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str +7 Cun +4 Con dps ---------- Crit.mult +24.49% Dmg.mod +27% mind On Hit (Melee): * 24% chance to reduce all saves and defense by 31 ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +21% cold Mind.save +11 (+4 eff.) Die.at -97.98 life A pointy cloth hat, very wizardly... |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+7 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-8 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed drakeskin leather cap of strength (+22) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +22 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 736.2 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
clarifying elven-silk wizard hat of fire (+25%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: Stats +8 Cun dps ---------- Dmg.mod +17% fire ----- def ----- Defense +3 (+1 eff.) Resists +25% fire Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather hat of constitution (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A hat made of leather. Very stylish. |
psion's cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +6 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +14% mind +10% arcane ----- def ----- Defense +2 (+1 eff.) Resists +12% mind Phys.save +11 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.psi +23.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
starseer's linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% darkness +4% temporal +6% light +5% physical ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
enlightening stralite mail armour of command (16 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +12 Cun +7 Wil ----- def ----- Armour +16 Defense +16 (+4 eff.) Fatigue +12% Mind.save +41 (+11 eff.) A suit of armour made of mail. |
fearforged dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +22% Resists +17% acid +10% fire -15% light +10% darkness Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) A suit of armour made of mail. |
fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +72.00 A suit of armour made of mail. |
fortifying voratun mail armour of implacability (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +3% Phys.save +14 (+4 eff.) Max.HP +85.00 A suit of armour made of mail. |
hardened stralite mail armour (4 def, 17 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +11% acid +11% physical +11% cold +11% lightning +10% fire A suit of armour made of mail. |
impenetrable steel mail armour of command (10 def, 22 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +22 Defense +10 (+3 eff.) Fatigue +12% Mind.save +15 (+5 eff.) A suit of armour made of mail. |
searing dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 17 acid 17 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +5% Resists +21% acid +18% fire Phys.save +10 (+3 eff.) A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +2% Phys.save +15 (+4 eff.) A suit of armour made of mail. |
Armidar (20 def, 8 armour)9.0 T5 light armor [Random Unique] Master While equipped: Stats +10 Str +6 Wil +1 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +27% acid +15% physical +19% darkness +29% lightning Crit.chn- 18.37% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 4.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 99.95 to 299.85 lightning damage (199.90 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 132.06 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
cleansing hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% nature +15% blight Max.HP +56.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of leather. |
drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +7 Mag +8 Wil +9 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +63.00 A suit of armour made of leather. |
marauder's reinforced leather armour of Toknor (20 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +8 Str +7 Dex dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +7 Defense +20 (+5 eff.) Fatigue +8% Phys.save +15 (+4 eff.) A suit of armour made of leather. |
multi-hued hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +10% acid +14% physical +13% cold +14% lightning +9% fire Max.HP +44.00 A suit of armour made of leather. |
prismatic hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +24% fire +15% light +16% darkness A suit of armour made of leather. |
prismatic rough leather armour of thunder (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% lightning +12% light +12% darkness A suit of armour made of leather. |
rejuvenating reinforced leather armour of the wind (21 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Apr +13 ----- def ----- Armour +7 Defense +21 (+6 eff.) Fatigue +8% HP.reg +6.80 ---------- misc Stam/turn +2.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 193 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
searing hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str dps ---------- Melee+ 14 acid 17 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% acid +8% physical +13% darkness +22% fire ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 4.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
enlightening dwarven-steel plate armour of the deep (0 def, 13 armour) =+Breathing+=17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +7% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
fortifying voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +6 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +70.00 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Sanguine Shield (0 def, 15 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
impervious dwarven-steel shield of shrapnel (0 def, 14 armour, 159.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) ----- def ----- Armour +14 Fatigue +8% Phys.save +8 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
impervious iron shield of lightning resistance (+18%) (0 def, 8 armour, 70 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con ----- def ----- Armour +8 Fatigue +8% Resists +18% lightning Phys.save +7 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of patience (0 def, 10 armour, 208 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Str +12 Dex dps ---------- Acc +24 (+6 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +13% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (253) 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. |
barbed quiver of elm arrows of accuracy (17/17, 26-36 power, 5 apr)3.0 T1 arrow ammo [Ego+] Master Power 26.0 - 36.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +12.0% Capacity 17 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows of crippling (15/15, 26-37 power, 5 apr)3.0 T1 arrow ammo [Ego++] Master Power 26.5 - 37.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +23.0% Capacity 15 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of vileness (21/21, 59-83 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 59.5 - 83.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 21 Ranged+ +17 blight On Hit: * 38% chance to reduce strength, dexterity, and constitution by 13 Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of dragonbone arrows of accuracy (19/19, 55-77 power, 18 apr)3.0 T5 arrow ammo [Ego+] Disrupt/Master Power 55.0 - 77.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +35 Apr +18 Crit +3.0% Capacity 19 On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows (22/22, 43-60 power, 14 apr)3.0 T4 arrow ammo [Normal] Power 43.0 - 60.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
self-loading quiver of yew arrows of grasping (16/16, 32-45 power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane/Nature Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Rld cld 1 On Hit: * 20% chance to create vines that bind the target to the ground dealing 204 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
19 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodhexed dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +8 Str +8 Wil dps ---------- Phys.crit +10.0% Mind.crit +11% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
19 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's brass lantern of illusion2.0 T1 lite [Ego++] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +18 (+6 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 101.88 light damage. At talent level 3 you gain 16% 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. |
watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) Blind- +20% Confus- +14% ---------- misc Light +8 See.Stealth +8 See.Invis +5 Track: Puts all charms on 40 cooldown Level 7.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful pain suppressor salve [power 332] powerful pain suppressor salve [power 332]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 98% cooldown modifier. Let you fight up to -332 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 236] simple healing salve [power 236]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 98% cooldown modifier. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
barbed pouch of iron shots of crippling (18/18, 20-24 power, 1 apr)3.0 T1 shot ammo [Ego++] Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +18.0% Capacity 18 On Crit: * Wound the target dealing 278 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. |
barbed pouch of voratun shots of accuracy (20/20, 63-75 power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +19 Apr +6 Crit +19.0% Capacity 20 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots of amnesia (18/18, 13-15 power, 1 apr)3.0 T1 shot ammo [Ego+] Psionic Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of annihilation (20/20, 52-62 power, 14 apr)3.0 T4 shot ammo [Ego+] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +14 Crit +15.5% Capacity 20 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Rhidugas' (21/21, 51-61 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 51.5 - 61.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Phasing +30% Ranged+ +16 blight +39 physical On Hit.r1 +19 fire On Crit.r2 +24 mind On Hit: * 24% chance to reduce all saves and defense by 31 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 204 physical damage Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
voratun toxic cannister launcher0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.chn- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
dwarven-steel torque of mindblast [power 275] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 346 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing stralite torque of gale force [power 310] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 425 physical damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of psionic shield [power 55] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of stinging [power 158] (20 cooldown)2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 229 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing yew wand of shielding [power 278] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of clairvoyance [power 13] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 13, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% 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 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. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Mikhal the Orc Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 23:09 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mikhal the Orc Sawbutcher level 13
41st Retaking 124th year of Ascendancy at 12:43 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Mikhal the Orc Sawbutcher level 50
13rd Remembrance 125th year of Ascendancy at 23:01 see stats
Exterminator
Killed 1000 creatures.By Mikhal the Orc Sawbutcher level 28
10th Dearth 124th year of Ascendancy at 18:18 see stats
Fear me not!
Survived the Fearscape!By Mikhal the Orc Sawbutcher level 42
5th Destruction 124th year of Ascendancy at 07:01 see stats
Level 10
Got a character to level 10.By Mikhal the Orc Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 00:58 see stats
Level 20
Got a character to level 20.By Mikhal the Orc Sawbutcher level 20
26th Revenge 124th year of Ascendancy at 05:12 see stats
Level 30
Got a character to level 30.By Mikhal the Orc Sawbutcher level 30
11st Dearth 124th year of Ascendancy at 16:13 see stats
Level 40
Got a character to level 40.By Mikhal the Orc Sawbutcher level 40
4th Destruction 124th year of Ascendancy at 01:12 see stats
Level 50
Got a character to level 50.By Mikhal the Orc Sawbutcher level 50
10th Remembrance 125th year of Ascendancy at 01:48 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Mikhal the Orc Sawbutcher level 50
11st Remembrance 125th year of Ascendancy at 18:08 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Mikhal the Orc Sawbutcher level 50
11st Remembrance 125th year of Ascendancy at 18:08 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Mikhal the Orc Sawbutcher level 33
38th Dearth 124th year of Ascendancy at 01:17 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Mikhal the Orc Sawbutcher level 50
30th Remembrance 125th year of Ascendancy at 10:00 see stats
Size is everything
Did over 1500 damage in one attack.By Mikhal the Orc Sawbutcher level 50
11st Remembrance 125th year of Ascendancy at 17:17 see stats
Size matters
Did over 600 damage in one attack.By Mikhal the Orc Sawbutcher level 38
1st Destruction 124th year of Ascendancy at 20:58 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Mikhal the Orc Sawbutcher level 50
15th Remembrance 125th year of Ascendancy at 12:36 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Mikhal the Orc Sawbutcher level 45
20th Destruction 124th year of Ascendancy at 07:48 see stats
To the Bitter End
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Mikhal the Orc Sawbutcher level 50
15th Remembrance 125th year of Ascendancy at 17:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mikhal the Orc Sawbutcher level 36
52nd Loss 124th year of Ascendancy at 13:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mikhal the Orc Sawbutcher level 20
26th Revenge 124th year of Ascendancy at 18:00 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 37 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 37 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
There is a Intimidating Cave here (press '' or right click to use).
There is a ladder back to Infinite Dungeon here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Ran for 9 turns (stop reason: didn't move).
Mikhal picks up ( .): zircon.






















































































































































































































































