









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Orc |
| Class | Rogue |
| Level / Exp | 35 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by fire wyrm at level 15 on the 28th Retaking 124th year of Ascendancy at 09:22 / 12Killed by dreaming horror at level 18 on the 31st Retaking 124th year of Ascendancy at 18:56 Killed by dream seed at level 18 on the 31st Retaking 124th year of Ascendancy at 21:30 Killed by Mindwall at level 19 on the 39th Retaking 124th year of Ascendancy at 02:44 Killed by Mindwall at level 19 on the 39th Retaking 124th year of Ascendancy at 05:01 Killed by Mindwall at level 19 on the 39th Retaking 124th year of Ascendancy at 07:23 Killed by Star Gazer at level 21 on the 43rd Retaking 124th year of Ascendancy at 15:29 Killed by Mindwall at level 22 on the 46th Retaking 124th year of Ascendancy at 02:54 Killed by Mindwall at level 22 on the 46th Retaking 124th year of Ascendancy at 08:07 Killed by High Sun Paladin Aeryn at level 34 on the 34th Dearth 124th year of Ascendancy at 07:11 Killed by Elimina the sunwall vindicator at level 35 on the 35th Dearth 124th year of Ascendancy at 02:25 Killed by Layossra the shalore liberator at level 35 on the 35th Dearth 124th year of Ascendancy at 09:48 |
Primary Stats
| Strength | 17 (base 11) |
| Dexterity | 75 (base 60) |
| Constitution | 31 (base 23) |
| Magic | 23 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 95 (base 60) |
Resources
| Life | 822/822 |
| Stamina | 217/217 |
| Healing Factor | 1.3458714593978 |
| Regeneration | 11.131617571532 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | -995 |
| Infravision | 15 |
| See Stealth | 73.961386422811 |
| See Invisible | 72.961386422811 |
| Stealth | 74 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 74 |
| Crit Chance | 52% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 74 |
| Crit Chance | 51% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Temporal | +15% |
| Lightning | +25% |
| Physical | +9% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +22% |
| Temporal | +17% |
| Darkness | +32% |
| Mind | +27% |
| Cold | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 3 (53.292302510663%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Darkness | + 45%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 29%( 70%) |
| Blight | + 33%( 70%) |
| Acid | + 31%( 70%) |
| Fire | + 26%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Crippling Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 8.0 and stamina regeneration by 2.0. Soothing Darkness |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 106 - 148 Accuracy: 90 (knife) APR: 31 Crit Chance: +74% Crit mult: 202% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 20 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | Halolasus the Quenchquarry1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +9% physical Res.pen +5% cold Acc +10 (+3 eff.) ----- def ----- Defense +25 (+6 eff.) Phys.save +8 (+4 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
| On hands | Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | rogue's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Blind- +26% ---------- misc Infravis +5 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| On fingers | gold ring 'Layabressra'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +20% mind ----- def ----- Resists +6% acid +6% fire +9% mind +15% blight Rings make your fingers look great! |
| Around neck | grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 105.64 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Isleda the Ravenwrack1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +6% acid +15% temporal Res.pen +15% darkness +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% darkness Stealth +6 ---------- misc T.Disarm +16 Infravis +5 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Xanirin the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +2 Cun +4 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% acid Spell.save +9 (+5 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+9 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
6 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
mindweaver's stralite amulet0.1 T4 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +9 (+5 eff.) Confus- +16% Amulets make your neck look great! |
marksman's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% light Acc +4 (+1 eff.) ----- def ----- Resists +24% light Rings make your fingers look great! |
wizard's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +26% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
Hathikhad (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master/Psionic Power 46.0 - 69.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- Phys.crit +20.0% Crit.mult +10.00% Acc +5 (+2 eff.) ----- def ----- Die.at -80.00 life Massive two-handed battleaxes. |
caustic stralite battleaxe of rage (40-61 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +20 acid +40 nature While equipped: Stats +2 Str dps ---------- Dmg.mod +13% physical Res.pen +21% acid +19% nature Acc +24 (+6 eff.) Apr +13 Massive two-handed battleaxes. |
acidic stralite dagger of massacre (38-49 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Sharp, short and deadly. |
arcing dwarven-steel dagger of phasing (20-27 power, 14 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +6.0% Atk.spd 100% Phasing +10% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Sharp, short and deadly. |
chilling steel dagger of paradox (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal +6 cold While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+4 eff.) Sharp, short and deadly. |
elemental steel dagger of paradox (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit: * Create an explosion dealing 57 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +6% cold Res.pen +6% cold ----- def ----- Resists +6% temporal Sharp, short and deadly. |
iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
quick dwarven-steel dagger of crippling (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Phys.spd +10% Acc +10 (+3 eff.) Sharp, short and deadly. |
steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
Alistir the stralite greatsword (48-76 power, 29 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Arcane/Psionic Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +29 Crit +4.5% Atk.spd 100% Phasing +21% 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 57 cold damage (1/turn) While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +23% cold Res.pen +24% cold ----- def ----- Armour +8 Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
balanced stralite greatsword of massacre (62-99 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +38% Massive two-handed swords. |
elemental stralite greatsword of shearing (49-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 57 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +17% acid Res.pen +17% acid +7% all Acc +14 (+4 eff.) Apr +13 Massive two-handed swords. |
blazebringer's elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +26 fire While equipped: dps ---------- Phys.crit +14.0% All.spd +8% Res.pen +18% fire Acc +15 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-17 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
chilling stralite longsword of evisceration (32-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +5 cold On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+6 eff.) Sharp, long, and deadly. |
hungering pulsing mindstar of gales (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 14.0 - 15.4 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 (+2 eff.) Dmg.mod +7% lightning +8% cold +4% physical ----- def ----- Defense +12 (+3 eff.) Pinning- +25% ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 85.60 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. |
mitotic pulsing mindstar (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature 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 +7.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 54% * 13% chance to reduce armor by 28% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 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. |
thorny mindstar 'Porudatha' (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +10.5% Atk.spd 100% On Hit: * 11% chance to slow global speed by 54% * 11% chance to reduce armor by 28% While equipped: Stats +2 Wil dps ---------- Mind.crit +11% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% temporal +5% all Phys.save +3 (+1 eff.) Max.HP +20.00 Silence- +20% Pinning- +10% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Infravis +3 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Divide the mindstar in two Puts all charms on 1 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. |
Gilohell4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Str +12 Cun dps ---------- Phys.pwr +9 (+5 eff.) Res.pen +17% physical ----- def ----- Armour +2 Resists +3% acid +1% physical +9% mind +3% temporal Poison- +20% Teleport- +10% Slings are used to hurl stones or metal shots at your foes. |
cruel elven-wood magestaff of fate (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 +19% Crit.mult +14.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of might (25-30 power, 5 apr, blight 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 +23% Crit.mult +14.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal 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 +29 (+12 eff.) Dmg.mod +25% temporal Phasing +16% ----- def ----- Defense +14 (+4 eff.) Shield.pwr +5% ---------- misc Mana/turn +0.10 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. |
lifebinding elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature 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 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+9 eff.) Dmg.mod +25% darkness ----- def ----- HP.reg +0.50 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff of breaching (25-30 power, 5 apr, cold 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 (+6 eff.) Dmg.mod +25% cold Res.pen +12% cold ----- def ----- Resists +10% darkness +10% temporal Def/telep +8 Res/telep +10% Dur/telep +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +34 acid +17 nature Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Res.pen +13% acid +13% nature Acc +9 (+3 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic voratun steamgun of tinkering (+4)4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +15 acid +23 nature Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +11 (+4 eff.) Res.pen +5% acid +19% nature Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamsaw of amnesia (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
exposing stralite steamsaw of erosion (34-50 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Nature/Psionic/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 Melee+ +5 nature Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 9% chance to reduce all saves and defense by 27 On Melee Ret: * 21% chance to reduce all saves and defense by 27 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
manaburning stralite steamsaw of shrapnel (30-44 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Disrupt/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 On Hit: * 10 arcane resource burn Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 132 physical damage over 5 turns (1/turn) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced stralite waraxe of vileness (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 18 While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +33% One-handed war axes. |
blazebringer's stralite waraxe of enduring (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature 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 Crit.r2 +9 fire While equipped: Stats +8 Con +8 Wil dps ---------- All.spd +3% Res.pen +13% fire ----- def ----- Max.HP +55.00 One-handed war axes. |
enhanced dwarven-steel waraxe of enduring (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +6 Dex +5 Mag +12 Wil +8 Cun +15 Con ----- def ----- Max.HP +36.00 One-handed war axes. |
Xerussra1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% acid Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce armor by 28% ----- def ----- Armour +11 Fatigue -8% Resists +3% acid ---------- misc Max.enc +27 Mana/turn +0.24 Max.mana +29.00 Create a temporary shield that absorbs 242 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Blindwasp (4 def, 3 armour)2.0 T3 cloth armor [Rare] Master While equipped: Stats +9 Cun dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% all Crit.chn- 10.00% Phys.save +24 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% acid +16% temporal +13% fire +8% cold +18% physical Res.pen +8% temporal +8% physical ----- def ----- Resists +13% acid +12% physical +13% fire +12% cold +11% all Anom.red +9 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +8% all ----- def ----- Resists +11% darkness +12% mind +11% all Phys.save +13 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +26 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of blight (+16%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +16% blight ----- def ----- Resists +16% blight +13% all ---------- misc Mana/turn +0.22 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of blight (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of blight (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% light ----- def ----- Resists +21% light +9% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of protection (4 def, 3 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% all Phys.save +16 (+8 eff.) Spell.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +9 (+5 eff.) Dmg.mod +12% arcane +12% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +13% all Poison- +39% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +13.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of force (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue -4% Phys.save +8 (+4 eff.) ---------- misc Max.enc +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Wil +3 Cun +5 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +14 (+7 eff.) Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turasus (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +4 Dex +6 Wil dps ---------- Res.pen +15% blight ----- def ----- Armour +3 Fatigue +5% Resists +12% blight HP.reg +3.70 ---------- misc Stam/turn +0.90 Psi/turn +0.40 Infravis +3 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. |
alchemist's drakeskin leather gloves of magic (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +8 Mag +3 Wil dps ---------- Melee+ 3 acid 7 fire 6 cold 5 lightning Dmg.mod +6% arcane ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 6 acid 6 fire 6 cold 3 lightning ----- def ----- Armour +3 Fatigue +5% 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. |
restful drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Psionic While equipped: ----- def ----- Armour +3 Resists +12% blight +16% darkness +9% arcane Affinity +8% nature Spell.save +9 (+5 eff.) HP.reg +1.00 ---------- misc Stam/turn +1.10 Max.stam +21.00 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Spell.crit +5% Spell.pwr +8 (+4 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +3 ---------- misc Mana/turn +0.28 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-4 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. |
Hanetonik the dwarven-steel helm (0 def, 20 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Armour +20 Fatigue +4% Resists +12% blight +9% mind Phys.save +16 (+8 eff.) Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
cleansing hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +8% blight A cap made of leather. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+4 eff.) A cap made of leather. |
enlightening voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +20 (+9 eff.) Max.HP +52.00 HP.reg +7.00 Heal.mod +15% A suit of armour made of mail. |
fortifying stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +3% Phys.save +6 (+3 eff.) Max.HP +57.00 A suit of armour made of mail. |
fortifying stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +6% Phys.save +9 (+4 eff.) Max.HP +58.00 A suit of armour made of mail. |
fortifying stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +6% Phys.save +9 (+4 eff.) Max.HP +42.00 A suit of armour made of mail. |
searing stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 12 acid 15 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +11% acid +12% fire +13% darkness +7% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
stralite mail armour of implacability (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +4 (+1 eff.) Fatigue +5% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's reinforced leather armour of clarity (15 def, 10 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Dex ----- def ----- Armour +10 Defense +15 (+4 eff.) Fatigue +8% Resists +8% mind Mind.save +14 (+7 eff.) A suit of armour made of leather. |
radiant rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +13% blight +17% cold +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +19% lightning +13% nature +14% blight A suit of armour made of metal plates. |
radiant stralite plate armour of cold resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +13 Fatigue +22% Resists +19% blight +15% cold +18% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
acidic stralite shield of purity (0 def, 8 armour, 150 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 9 acid ----- def ----- Armour +8 Fatigue +8% Resists +14% nature +14% blight ---------- misc Talents +1 Block Handheld deflection devices. |
acidic quiver of elm arrows of wind (13/13, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Nature Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 95 physical damage On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Arrows are used with bows to pierce your foes to death. |
54 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +48.00 Blind- +25% Confus- +18% ---------- misc Light +9 See.Stealth +10 See.Invis +7 Track: Puts all charms on 40 cooldown Level 8.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 10 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
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. |
barbed pouch of stralite shots of amnesia (18/20, 52-62 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of stralite shots (22/22, 43-52 power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +15 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 18 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Murktorrent' (17/17, 60-72 power, 12 apr)3.0 T4 shot ammo [Random Unique] Master/Psionic Power 60.0 - 72.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +12 Crit +23.5% Capacity 17 Proj.spd +200% Ranged+ +8 mind +18 physical +12 darkness On Hit.r1 +4 darkness On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 22% * 20% chance to knock the target back 3 spaces and deal 170 physical damage On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots of annihilation (54/54, 54-64 power, 17 apr)3.0 T4 shot ammo [Ego++] Arcane/Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +17 Crit +11.5% Capacity 54 Rld cld 5 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
quick stralite torque of psionic shield [power 81] (20 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By class unlock 2 the Orc Rogue level 14
26th Retaking 124th year of Ascendancy at 00:41 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By class unlock 2 the Orc Rogue level 32
27th Pain 124th year of Ascendancy at 02:17 see stats
Level 10 (Exploration mode)
Got a character to level 10.By class unlock 2 the Orc Rogue level 10
17th Retaking 124th year of Ascendancy at 19:41 see stats
Level 20 (Exploration mode)
Got a character to level 20.By class unlock 2 the Orc Rogue level 20
41st Retaking 124th year of Ascendancy at 15:27 see stats
Level 30 (Exploration mode)
Got a character to level 30.By class unlock 2 the Orc Rogue level 30
13rd Pain 124th year of Ascendancy at 19:46 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By class unlock 2 the Orc Rogue level 32
28th Pain 124th year of Ascendancy at 01:00 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By class unlock 2 the Orc Rogue level 26
43rd Revenge 124th year of Ascendancy at 07:49 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By class unlock 2 the Orc Rogue level 35
35th Dearth 124th year of Ascendancy at 02:23 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By class unlock 2 the Orc Rogue level 28
44th Revenge 124th year of Ascendancy at 00:29 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By class unlock 2 the Orc Rogue level 21
43rd Retaking 124th year of Ascendancy at 14:51 see stats
Log
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Movement is ready to use.
Class unlock 2 activates Stealth.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Talent Volatile Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Crippling Poison is ready to use.
Class unlock 2 activates Crippling Poison.
Class unlock 2 activates Volatile Poison.
Class unlock 2 activates Apply Poison.
Talent Hold the Ground is ready to use.
Saving done.
Talent Pride of the Orcs is ready to use.
Talent Quickdraw is ready to use.
Class unlock 2 activates Quickdraw.
Class unlock 2 deactivates Stealth.
Stealth is still on cooldown for 9 turns.
Stealth is still on cooldown for 8 turns.
Stealth is still on cooldown for 7 turns.
Stealth is still on cooldown for 6 turns.
Stealth is still on cooldown for 5 turns.
Stealth is still on cooldown for 4 turns.
Stealth is still on cooldown for 3 turns.
Stealth is still on cooldown for 2 turns.
Stealth is still on cooldown for 1 turns.
Talent Stealth is ready to use.
Class unlock 2 activates Stealth.
Rested for 55 turns (stop reason: all resources and life at maximum).




































































































































