
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
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:
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:
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 More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 36 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted rattlesnake at level 14 on the 34th Retaking 124th year of Ascendancy at 00:10 4 / 3Killed by Cooea the human at level 22 on the 37th Revenge 124th year of Ascendancy at 04:12 Killed by Ivayassra the void horror at level 36 on the 26th Dearth 124th year of Ascendancy at 23:48 |
Primary Stats
| Strength | 91 (base 60) |
| Dexterity | 23 (base 10) |
| Constitution | 35 (base 11) |
| Magic | 56 (base 26) |
| Willpower | 11 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | 1112/1112 |
| Psi | 101/101 |
| Steam | 100/100 |
| Healing Factor | 1.3916660017318 |
| Regeneration | 8.9066624110838 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +398.54514559037% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +35% |
| Fire | +50% |
| Physical | +53% |
| Mind | +29% |
| All | +20% |
Offense: Damage Penetration
| Physical | +38% |
| Fire | +25% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 100.08934837382 (96.151787968034%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 65 |
| Physical Save | 62 |
| Spell Save | 28 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 39%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 4%( 70%) |
| Lightning | + 67%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 70% |
| Bleed Resistance | 100% |
| Confusion Resistance | 37% |
| Knockback Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 64%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Saw Wheels |
| talent | Grinding Shield |
| beneficial effect | You have 6 charges. Death Momentum |
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 ErĂșan 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb 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 | Cinderfeet (3 def, 5 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Talents +1 Rocket Boots Each step you take leaves a burning trail behind you lasting 5 turns that deals 66 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| On hands | brawler's drakeskin leather gloves of archery (0 def, 3 armour) 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +7 Cun dps ---------- Acc +6 (+2 eff.) Apr +13 ----- def ----- Armour +3 Phys.save +8 (+2 eff.) ---------- misc Talents +5 Spring Grapple Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +12 Crit +13.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | 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 ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+4 eff.) Mov.spd +10% Melee+ 15 phys.bleed Acc +4 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +4 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. |
| Tool | Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Mag +4 Cun +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+3 eff.) ----- def ----- Resists +3% acid +6% darkness Crit.chn- 15.00% Mind.save +11 (+5 eff.) Max.HP +20.00 Confus- +37% 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 | Belokira0.1 T5 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +6 Defense +30 (+9 eff.) Resists +12% lightning Phys.save +16 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) Disease- +20% Silence- +20% Rings make your fingers look great! |
| Around waist | Siluba the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +6 Dex dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +16% physical Res.pen +13% physical ----- def ----- Defense +8 (+2 eff.) Resists +5% physical Phys.save +6 (+1 eff.) Proj.slow +20% A belt that goes around your waist. |
| In main hand | flaming stralite steamsaw of amnesia (138% power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Psionic/Steamtech Power 139% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Against +21% Undead +21% Demon +21% Horror On Hit.r1 +9 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- 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! |
| Main armor | Tarrasca (0 def, 50 armour) 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| In off hand | Adydhelle the dwarven-steel steamsaw (126% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 127% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Against +21% Undead +21% Demon +21% Horror Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +21 (+7 eff.) Fatigue +8% Resists +18% lightning +12% fire +9% nature Crit.chn- 15.00% Blind- +20% ---------- misc Psi/ret +0.08 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! |
| Cloak | Arcmoon the cashmere cloak (2 def, 8 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +9% mind Res.pen +15% nature ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +36% lightning +16% cold +12% nature Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet of healing0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 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 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
healing infusion of the sneak (heal 218; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 222; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -309; dur 7; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 7 turns. While Heroism is active, you will only die when reaching -309 life. The duration and life will increase by 1% for every 1% life you have lost (currently 309 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 176; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 176 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. |
wild infusion (res 20%; mental; dur 2; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 18%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 20; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 30; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, darkness, cold, fire, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 darkness, 4 cold, 3 fire, 5 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 112; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 111.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 43; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 233; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 23; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
cleansing gold amulet of mastery (0.16 Steamtech / Butchery)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +18% nature +15% blight Poison- +20% Disease- +26% ---------- misc Masteries +0.16 Steamtech/Butchery Amulets make your neck look great! |
gold amulet of perfection (0.21 Steamtech / Battlefield management,0.21 Steamtech / Engineering)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.21 Steamtech/Engineering +0.21 Steamtech/Battlefield management Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
solipsist's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
savior's gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Phys.save +8 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Rings make your fingers look great! |
wizard's gold ring of misery0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +5 Mag dps ---------- Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 20 On Hit (Ranged): * 14% chance to reduce all saves and defense by 20 ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +8% nature +7% blight Max.HP +85.00 HP.reg +5.00 Heal.mod +13% Poison- +10% Disease- +15% Rings make your fingers look great! |
Siledhemira the yew magestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +6% mind +20% fire Res.pen +15% mind ----- def ----- Phys.save +11 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +9 (+4 eff.) ---------- misc Mana/turn +0.20 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubarithra the Hellkin (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +2 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +12% fire +27% mind +20% darkness ---------- misc Mana/turn +0.27 Max.mana +72.00 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of might (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Furnacepassion' (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Dmg.mod +12% darkness +20% light Res.pen +30% fire Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +15% fire ---------- misc Mana/turn +0.26 Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shiverworth (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 142% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 cold While equipped: Stats +11 Str +6 Mag +3 Wil dps ---------- Dmg.mod +15% acid +16% physical Acc +24 (+8 eff.) Melee Ret 4 cold ---------- misc Infravis +3 Massive two-handed battleaxes. |
arcing deep-steel trident of corruption (132% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 132% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical 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 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic deep-steel trident of amnesia (135% power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Nature/Psionic Power 135% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +31 acid +20 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +16% acid +20% nature Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming deep-steel trident of daylight (135% power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 136% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +19 light Against +19% Undead On Hit.r1 +14 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Taintglory the steel longsword (115% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 115% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 nature +16 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Res.pen +20% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 46% ---------- misc Max.psi +50.00 Sharp, long, and deadly. |
Layath the dwarven-steel longsword (122% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind While equipped: Stats +3 Cun +6 Wil dps ---------- Phys.crit +10.0% Mind.crit +2% Crit.mult +21.00% Apr +10 ---------- misc Equi/ret +0.16 Psi/ret +0.20 Sharp, long, and deadly. |
dwarven-steel waraxe 'Islyrianor' (132% power, 7 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 132% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.5% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +20 physical While equipped: dps ---------- Dmg.mod +9% physical Acc +35 (+11 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane Disarm- +34% One-handed war axes. |
Unlightstrike the steel dagger (108% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 108% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 acid On Hit: * 20% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 33% * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal Sharp, short and deadly. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 50% Mag, 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Phlegmwish the thorny mindstar (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 93% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind +8 nature While equipped: dps ---------- Mind.crit +8% Mind.pwr +6 (+3 eff.) Dmg.mod +9% mind +9% temporal Res.pen +10% nature ----- def ----- Phys.save +6 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Equi/ret +1.70 Max.hate +10.00 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. |
dreamer's pulsing mindstar (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 108% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +9% mind Mind.save +6 (+3 eff.) ---------- misc Psi/turn +0.50 Max.psi +22.00 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. |
mitotic pulsing mindstar (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 106% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +11.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 46% * 13% chance to reduce armor by 33% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 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. |
acidic dwarven-steel steamsaw of fire resistance (+19%) (118% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 118% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +19% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel steamsaw of purity (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 123% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 2 acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% nature +11% blight ---------- 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! |
arcing quiver of yew arrows of accuracy (19/19, 136% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 137% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +10 Crit +2.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots (16/16, 142% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 143% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Lavanight' (19/19, 139% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Psionic Power 139% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +20 temporal +20 blight +16 fire +20 arcane +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
Glagatira the Coalrebel (0 def, 4 armour, 36 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +6% acid Res.pen +10% darkness On shield block: * Deals 114 light and fire damage to each enemy blocked Melee Ret 10 acid ----- def ----- Armour +4 Fatigue +8% Resists +7% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of patience (0 def, 7 armour, 81 block)7.0 T2 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: ----- def ----- Armour +7 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (233) is absorbed, or the time runs out (7 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. |
Adoma the Demonhacker (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +15% acid +11% physical +5% fire +6% mind +7% cold Melee Ret 6 darkness ----- def ----- Resists +27% acid +12% physical +6% darkness +12% cold +11% fire +9% all Mind.save +16 (+6 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +8% acid +12% physical +9% fire +12% cold ----- def ----- Resists +13% acid +12% physical +12% fire +11% cold +11% all ---------- misc Mana/turn +0.17 Psi/turn +0.27 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +8 (+3 eff.) S.pwr/crit +3 ----- def ----- Resists +13% all Silence- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble hardened leather armour of Eyal (15 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +8% Max.HP +20.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of leather. |
nimble reinforced leather armour (14 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +14 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
nimble reinforced leather armour of Eyal (18 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Max.HP +21.00 HP.reg +7.00 Heal.mod +13% A suit of armour made of leather. |
nimble reinforced leather armour of delving (17 def, 7 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +8 Str +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +17 (+5 eff.) Fatigue +8% Resists +14% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Layowen the Tundrarot (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +13% blight +24% cold +20% nature HP.reg +4.00 Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
dwarven-steel mail armour 'Zubowen' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +2 Cun +4 Con dps ---------- Res.pen +10% acid ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +23% acid +12% blight Crit.chn- 15.00% ---------- misc Infravis +2 See.Invis +6 A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+1 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. |
grounding rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -5% Resists +6% lightning +6% temporal ---------- misc Max.enc +21 A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +9 Cun +8 Lck dps ---------- Against +20% Summoned ----- def ----- D.Red.from +20% Summoned Stealth +5 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Against +23% Summoned ----- def ----- D.Red.from +33% Summoned Mind.save +8 (+4 eff.) 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 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of protection (7 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +7 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -3% Spell.save +5 (+2 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 5 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isobrewe the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +6% physical +6% darkness +6% cold Phys.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +58.00 HP.reg +4.00 Poison- +20% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthyrab (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +18% physical ----- def ----- Armour +3 Resists +11% lightning +7% temporal Spell.save +9 (+4 eff.) Max.HP +40.00 Blind- +20% 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. |
traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+1 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (114 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (193 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
miner's pair of dwarven-steel boots of speed (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Belolasus' (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +3% Crit.chn- 5.00% Spell.save +6 (+3 eff.) Mind.save +18 (+7 eff.) Disarm- +20% Stun/Frz- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Con dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.0 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. |
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- +25% Confus- +20% Stun/Frz- +24% ---------- misc Stam/turn +0.30 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Garevea the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% physical Melee Ret 8 acid ----- def ----- Armour +8 Phys.save +12 (+3 eff.) Die.at -40.00 life HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +16.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of regeneration (0 def, 6 armour)1.0 T2 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +56.00 HP.reg +2.10 ---------- misc Stam/turn +0.50 Psi/turn +0.16 Unarmed combat: Power 125% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Second Wind 1 On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 100% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 109% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Jetglean (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +15% darkness +5% cold Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Fatigue +3% Resists +7% cold Die.at -40.00 life ---------- misc Max.stam +30.00 Unarmed combat: Power 124% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 30% Dex, 30% Cun, 50% Mag 60% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Nerith the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Fatigue +3% Resists +9% nature +6% cold Spell.save +5 (+2 eff.) Max.HP +79.00 Heal.mod +15% Confus- +20% Teleport- +20% A hat made of leather. Very stylish. |
Singeorder the hardened leather hat (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% fire ----- def ----- Armour +5 Fatigue +3% Resists +3% temporal +12% mind +6% darkness Pinning- +20% A hat made of leather. Very stylish. |
grounding hardened leather hat of strength (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +5% temporal A hat made of leather. Very stylish. |
hardened leather hat of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 616.5 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
spellwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.16 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+5 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
prismatic iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +10 Str +7 Dex +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% physical Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 616.5 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
3 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. |
3 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. |
2 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. |
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. |
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. |
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. |
65 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. |
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. |
ethereal brass lantern of the sun1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% light ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 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 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 141.04 light damage. At talent level 3 you gain 23% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
Scaldquench1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% fire +15% nature +20% mind Melee Ret 8 mind ----- def ----- Resists +12% mind +6% fire Max.HP +58.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 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 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 141.04 light damage. At talent level 3 you gain 23% 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. |
bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +7% blight +5% darkness ---------- misc Light +7 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 34 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 +10 (+5 eff.) Blind- +28% Confus- +15% ---------- misc Light +8 See.Stealth +5 See.Invis +7 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
steel grapple0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] 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. |
crude acid groove0.0 T1 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! |
crude acid groove0.0 T1 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! |
good acid groove0.0 T2 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! |
powerful fiery salve [power 25] powerful fiery salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 21] potent frost salve [power 21]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 208] simple healing salve [power 208]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Heal 208 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 273] potent healing salve [power 273]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Heal 273 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 339] powerful healing salve [power 339]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Heal 339 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 293] powerful pain suppressor salve [power 293]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Let you fight up to -293 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 29] great water salve [power 29]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 86% cooldown modifier. Remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
crystalomancer's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +26.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 219 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of psionic shield [power 79] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of summon tentacle [power 130] (16 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 304 Base Damage: 133 Armor: 7 All Resist: 1 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 248] (17 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Elenugar the Flarequench [power 434] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +10 Mag dps ---------- Dmg.mod +6% fire ----- def ----- Resists +12% cold Crit.chn- 15.00% ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing yew wand of lightning storm [power 272] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 73 lightning damage and will be dazed for 1 turn (367 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Grunbrow the Whitehoof Sawbutcher level 30
5th Pain 124th year of Ascendancy at 13:18 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Grunbrow the Whitehoof Sawbutcher level 12
25th Retaking 124th year of Ascendancy at 20:32 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Grunbrow the Whitehoof Sawbutcher level 33
51st Pain 124th year of Ascendancy at 22:43 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Grunbrow the Whitehoof Sawbutcher level 31
33rd Pain 124th year of Ascendancy at 18:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Grunbrow the Whitehoof Sawbutcher level 27
50th Revenge 124th year of Ascendancy at 02:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Grunbrow the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 15:41 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Grunbrow the Whitehoof Sawbutcher level 20
3rd Revenge 124th year of Ascendancy at 15:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Grunbrow the Whitehoof Sawbutcher level 30
50th Revenge 124th year of Ascendancy at 12:05 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Grunbrow the Whitehoof Sawbutcher level 30
21st Pain 124th year of Ascendancy at 05:27 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Grunbrow the Whitehoof Sawbutcher level 14
34th Retaking 124th year of Ascendancy at 00:09 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Grunbrow the Whitehoof Sawbutcher level 26
49th Revenge 124th year of Ascendancy at 14:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Grunbrow the Whitehoof Sawbutcher level 16
35th Retaking 124th year of Ascendancy at 03:22 see stats
Log
Grunbrow picks up (b.): healing infusion of the sneak (heal 218; cd 10).
Grunbrow picks up (V.): Star (100% power, 0 apr).
Lore found: Star
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 5 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Grunbrow picks up ( .): thick cashmere cloak (2 def, 5 armour).
Grunbrow picks up ( .): Stone Gauntlets of Harkor'Zun (0 def, 7 armour).
Lore found: Stone Gauntlets of Harkor'Zun
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Grunbrow picks up (8.): nimble hardened leather armour of Eyal (15 def, 6 armour).
Grunbrow picks up (G.): savior's gold ring of darkness (+26%).
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 7 - Ogres
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Grunbrow picks up (3.): pouch of dwarven-steel shots (16/16, 142% power, 3 apr).
Grunbrow picks up ( .): powerful dwarven-steel torque of psionic shield [power 79] (25 cooldown).
Grunbrow picks up ( .): scholar's pair of dwarven-steel boots of rushing (0 def, 4 armour).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).




















































































































































